1 | # $Id: VTKBlender.py,v 1.19 2008-07-03 15:13:21 cwant Exp $
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2 | #
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3 | # Copyright (c) 2005, Chris Want, Research Support Group,
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4 | # AICT, University of Alberta. All rights reserved.
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5 | #
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6 | # Redistribution and use in source and binary forms, with or without
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7 | # modification, are permitted provided that the following conditions are met:
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8 | #
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9 | # 1) Redistributions of source code must retain the above copyright
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10 | # notice, this list of conditions and the following disclaimer.
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11 | # 2) Redistributions in binary form must reproduce the above copyright
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12 | # notice, this list of conditions and the following disclaimer in the
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13 | # documentation and/or other materials provided with the distribution.
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14 | #
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15 | # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 | # AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 | # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 | # ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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19 | # LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 | # CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 | # SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 | # INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 | # CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 | # ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
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25 | # THE POSSIBILITY OF SUCH DAMAGE.
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26 | #
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27 | # Contributors: Chris Want (University of Alberta),
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28 | # Fritz Mielert (University of Stuttgart)
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29 | """
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30 | VTK inside Blender module.
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31 |
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32 | This module provides code so that polydata from vtk can
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33 | be used inside of blender.
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34 |
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35 | Python needs to find the vtk stuff and this module in order
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36 | for this to work, and you can either a) set your PYTHONPATH
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37 | in your environment, or you can b) hardcode your vtk path's
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38 | in your script, e.g.,
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39 |
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40 | a) at the prompt, before starting blender, type:
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41 | PYTHONPATH=$VTK_ROOT/Wrapping/Python:${LIBRARY_OUTPUT_PATH}
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42 | PYTHONPATH=$PYTHONPATH:${PATH_TO_THIS_MODULE}
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43 | export PYTHONPATH
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44 |
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45 | b) add the following to your script near the beginning, before
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46 | importing vtk or VTKBlender:
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47 |
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48 | import sys
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49 | sys.path.append($VTK_ROOT/Wrapping/Python)
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50 | sys.path.append(${LIBRARY_OUTPUT_PATH})
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51 | sys.path.append(${PATH_TO_VTKBlender_MODULE})
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52 |
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53 | Be sure to replace $VTK_ROOT and ${LIBRARY_OUTPUT_PATH} with
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54 | values that are relevant to your system. These values can be
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55 | found by starting vtkpython with no arguments and typing:
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56 |
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57 | import sys
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58 | print sys.path
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59 |
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60 | Usually the first two items reported are the ones you want.
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61 |
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62 | Also replace ${PATH_TO_VTKBlender_MODULE} with wherever you have
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63 | put the VTKBlender module.
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64 | """
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65 |
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66 | import vtk
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67 | import time, string
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68 |
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69 | try:
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70 | import Blender
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71 | from Blender import Mesh, Object, Material
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72 |
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73 | except:
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74 | print "No Blender module found!"
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75 |
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76 | __versiontag__ = "$Revision: 1.19 $"
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77 | __version__ = string.split(__versiontag__)[1]
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78 |
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79 | # some flags to alter behavior
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80 | flags = 0
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81 | TRIS_TO_QUADS = 0x01
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82 | SMOOTH_FACES = 0x02
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83 |
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84 | # What is this 'tri to quad' stuff? Well, sometimes it's best to
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85 | # try to read in pairs of consecutive triangles in as quad faces.
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86 | # An example: you extrude a tube along a polyline in vtk, and if
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87 | # you can get it into Blender as a bunch of quads, you can use a
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88 | # Catmull-Clark subdivision surface to smooth the tube out, with
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89 | # fewer creases.
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90 |
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91 | def SetTrisToQuads():
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92 | global flags
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93 | flags = flags | TRIS_TO_QUADS
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94 |
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95 | def SetTrisToTris():
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96 | global flags
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97 | flags = flags & ~TRIS_TO_QUADS
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98 |
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99 | def SetFacesToSmooth():
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100 | global flags
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101 | flags = flags | SMOOTH_FACES
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102 |
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103 | def SetFacesToFaceted():
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104 | global flags
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105 | flags = flags & ~SMOOTH_FACES
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106 |
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107 | def BlenderToPolyData(me, uvlayer=None):
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108 |
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109 | pcoords = vtk.vtkFloatArray()
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110 | pcoords.SetNumberOfComponents(3)
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111 | pcoords.SetNumberOfTuples(len(me.verts))
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112 | for i in range(len(me.verts)):
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113 | p0 = me.verts[i].co[0]
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114 | p1 = me.verts[i].co[1]
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115 | p2 = me.verts[i].co[2]
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116 | pcoords.SetTuple3(i, p0, p1, p2)
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117 |
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118 | points = vtk.vtkPoints()
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119 | points.SetData(pcoords)
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120 |
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121 | polys = vtk.vtkCellArray()
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122 | lines = vtk.vtkCellArray()
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123 | for face in me.faces:
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124 | if len(face.v) == 4:
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125 | polys.InsertNextCell(4)
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126 | polys.InsertCellPoint(face.v[0].index)
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127 | polys.InsertCellPoint(face.v[1].index)
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128 | polys.InsertCellPoint(face.v[2].index)
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129 | polys.InsertCellPoint(face.v[3].index)
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130 | elif len(face.v) == 3:
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131 | polys.InsertNextCell(3)
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132 | polys.InsertCellPoint(face.v[0].index)
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133 | polys.InsertCellPoint(face.v[1].index)
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134 | polys.InsertCellPoint(face.v[2].index)
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135 | elif len(face.v) == 2:
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136 | lines.InsertNextCell(2)
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137 | lines.InsertCellPoint(face.v[0].index)
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138 | lines.InsertCellPoint(face.v[1].index)
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139 |
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140 | for edge in me.edges:
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141 | lines.InsertNextCell(2)
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142 | lines.InsertCellPoint(edge.v1.index)
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143 | lines.InsertCellPoint(edge.v2.index)
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144 |
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145 | pdata =vtk.vtkPolyData()
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146 | pdata.SetPoints(points)
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147 | pdata.SetPolys(polys)
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148 | pdata.SetLines(lines)
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149 |
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150 | if me.faceUV:
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151 | if uvlayer:
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152 | uvnames = me.getUVLayerNames()
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153 | if uvlayer in uvnames:
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154 | me.activeUVLayer = uvlayer
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155 | tcoords = vtk.vtkFloatArray()
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156 | tcoords.SetNumberOfComponents(2)
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157 | tcoords.SetNumberOfTuples(len(me.verts))
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158 | for face in me.faces:
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159 | for i in range(len(face.verts)):
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160 | uv = face.uv[i]
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161 | tcoords.SetTuple2(face.v[i].index, uv[0], uv[1])
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162 | pdata.GetPointData().SetTCoords(tcoords);
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163 |
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164 | pdata.Update()
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165 |
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166 | return pdata
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167 |
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168 | def PolyDataMapperToBlender(pmapper, me=None):
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169 | global flags
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170 | faces = []
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171 | edges = []
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172 | oldmats = None
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173 |
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174 | newmesh = 0
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175 | if (me == None):
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176 | me = Mesh.New()
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177 | newmesh = 1
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178 | else:
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179 | if me.materials:
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180 | oldmats = me.materials
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181 |
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182 | me.verts = None # this kills the faces/edges tooo
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183 |
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184 | pmapper.Update()
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185 |
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186 | pdata = pmapper.GetInput()
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187 | plut = pmapper.GetLookupTable()
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188 | #print pdata.GetNumberOfCells()
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189 |
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190 | scalars = pdata.GetPointData().GetScalars()
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191 |
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192 | verts = []
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193 | for i in range(pdata.GetNumberOfPoints()):
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194 | point = pdata.GetPoint(i)
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195 | verts.append([point[0],point[1],point[2]])
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196 |
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197 | me.verts.extend(verts)
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198 | # I think we can free some memory by killing the reference
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199 | # from vert to the list it points at (not sure though)
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200 | verts = []
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201 |
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202 | colors = None
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203 |
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204 | if ( (scalars != None) and (plut != None) ):
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205 | colors = []
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206 |
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207 | # Have to be a bit careful since VTK 5.0 changed the
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208 | # prototype of vtkLookupTable.GetColor()
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209 | try:
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210 | # VTK 5.x
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211 | scolor = [0,0,0]
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212 | for i in range(scalars.GetNumberOfTuples()):
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213 | plut.GetColor(scalars.GetTuple1(i), scolor)
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214 | color = map(VTKToBlenderColor, scolor)
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215 | alpha = int(plut.GetOpacity(scalars.GetTuple1(i))*255)
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216 | colors.append([color[0], color[1], color[2], alpha])
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217 |
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218 | except:
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219 | # VTK 4.x
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220 | for i in range(scalars.GetNumberOfTuples()):
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221 | color = map(VTKToBlenderColor, \
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222 | plut.GetColor(scalars.GetTuple1(i)))
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223 | alpha = int(plut.GetOpacity(scalars.GetTuple1(i))*255)
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224 | colors.append([color[0], color[1], color[2], alpha])
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225 |
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226 | skiptriangle = False
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227 | for i in range(pdata.GetNumberOfCells()):
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228 |
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229 | cell = pdata.GetCell(i)
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230 |
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231 | #print i, pdata.GetCellType(i)
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232 |
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233 | # Do lines
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234 | if pdata.GetCellType(i)==3:
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235 |
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236 | n1 = cell.GetPointId(0)
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237 | n2 = cell.GetPointId(1)
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238 |
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239 | BlenderAddEdge(me, edges, n1, n2)
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240 |
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241 | # Do poly lines
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242 | if pdata.GetCellType(i)==4:
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243 | for j in range(cell.GetNumberOfPoints()-1):
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244 |
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245 | n1 = cell.GetPointId(j)
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246 | n2 = cell.GetPointId(j+1)
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247 |
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248 | BlenderAddEdge(me, edges, n1, n2)
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249 |
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250 | # Do triangles
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251 | if pdata.GetCellType(i)==5:
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252 | if skiptriangle==True:
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253 | skiptriangle = False
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254 | elif ( (flags & TRIS_TO_QUADS) and
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255 | (i < pdata.GetNumberOfCells()-1) and
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256 | (pdata.GetCellType(i+1)==5) ):
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257 | n1 = cell.GetPointId(0)
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258 | n2 = cell.GetPointId(1)
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259 | n3 = cell.GetPointId(2)
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260 | nextcell = pdata.GetCell(i+1)
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261 | m1 = nextcell.GetPointId(0)
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262 | m2 = nextcell.GetPointId(1)
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263 | m3 = nextcell.GetPointId(2)
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264 |
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265 | if ( (n2 == m3) and (n3 == m2) ):
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266 | BlenderAddFace(me, faces, n1, n2, m1, n3)
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267 | skiptriangle = True
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268 | else:
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269 | BlenderAddFace(me, faces, n1, n2, n3)
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270 |
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271 | else:
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272 | n1 = cell.GetPointId(0)
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273 | n2 = cell.GetPointId(1)
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274 | n3 = cell.GetPointId(2)
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275 |
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276 | BlenderAddFace(me, faces, n1, n2, n3)
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277 |
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278 | # Do triangle strips
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279 | if pdata.GetCellType(i)==6:
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280 | numpoints = cell.GetNumberOfPoints()
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281 | if ( (flags & TRIS_TO_QUADS) and (numpoints % 2 == 0) ):
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282 | for j in range(cell.GetNumberOfPoints()-3):
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283 | if (j % 2 == 0):
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284 | n1 = cell.GetPointId(j)
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285 | n2 = cell.GetPointId(j+1)
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286 | n3 = cell.GetPointId(j+2)
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287 | n4 = cell.GetPointId(j+3)
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288 |
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289 | BlenderAddFace(me, faces, n1, n2, n4, n3)
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290 | else:
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291 | for j in range(cell.GetNumberOfPoints()-2):
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292 | if (j % 2 == 0):
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293 | n1 = cell.GetPointId(j)
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294 | n2 = cell.GetPointId(j+1)
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295 | n3 = cell.GetPointId(j+2)
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296 | else:
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297 | n1 = cell.GetPointId(j)
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298 | n2 = cell.GetPointId(j+2)
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299 | n3 = cell.GetPointId(j+1)
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300 |
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301 | BlenderAddFace(me, faces, n1, n2, n3)
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302 | # Do polygon
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303 | if pdata.GetCellType(i)==7:
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304 | # Add a vert at the center of the polygon,
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305 | # and break into triangles
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306 | x = 0.0
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307 | y = 0.0
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308 | z = 0.0
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309 | scal = 0.0
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310 | N = cell.GetNumberOfPoints()
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311 | for j in range(N):
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312 | point = pdata.GetPoint(cell.GetPointId(j))
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313 | x = x + point[0]
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314 | y = y + point[1]
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315 | z = z + point[2]
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316 | if (scalars != None):
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317 | scal = scal + scalars.GetTuple1(j)
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318 | x = x / N
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319 | y = y / N
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320 | z = z / N
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321 | scal = scal / N
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322 |
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323 | newidx = len(me.verts)
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324 | me.verts.extend(x,y,z)
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325 |
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326 | if (scalars != None):
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327 | try:
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328 | # VTK 5.x
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329 | scolor = [0,0,0]
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330 | plut.GetColor(scal, scolor)
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331 | color = map(VTKToBlenderColor, scolor)
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332 | except:
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333 | color = map(VTKToBlenderColor, plut.GetColor(scal))
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334 | alpha = int(plut.GetOpacity(scalars.GetTuple1(i))*255)
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335 |
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336 | colors.append([color[0], color[1], color[2], alpha])
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337 |
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338 | # Add triangles connecting polynomial sides to new vert
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339 | for j in range(N):
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340 | n1 = cell.GetPointId(j)
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341 | n2 = cell.GetPointId( (j+1) % N )
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342 | n3 = newidx
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343 | BlenderAddFace(me, faces, n1, n2, n3)
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344 |
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345 | # Do pixel
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346 | if pdata.GetCellType(i)==8:
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347 | n1 = cell.GetPointId(0)
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348 | n2 = cell.GetPointId(1)
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349 | n3 = cell.GetPointId(2)
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350 | n4 = cell.GetPointId(3)
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351 |
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352 | BlenderAddFace(me, faces, n1, n2, n3, n4)
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353 | # Do quad
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354 | if pdata.GetCellType(i)==9:
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355 | n1 = cell.GetPointId(0)
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356 | n2 = cell.GetPointId(1)
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357 | n3 = cell.GetPointId(2)
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358 | n4 = cell.GetPointId(3)
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359 |
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360 | BlenderAddFace(me, faces, n1, n2, n3, n4)
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361 |
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362 | if len(edges) > 0:
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363 | me.edges.extend(edges)
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364 | if len(faces) > 0:
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365 | me.faces.extend(faces)
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366 |
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367 | if ( flags & SMOOTH_FACES):
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368 | for f in me.faces:
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369 | f.smooth = 1
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370 |
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371 | # Some faces in me.faces may have been discarded from our
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372 | # list, so best to compute the vertex colors after the faces
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373 | # have been added to the mesh
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374 | if (colors != None):
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375 | me.vertexColors = 1
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376 | for f in me.faces:
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377 | f_col = []
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378 | for v in f.v:
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379 | f_col.append(colors[v.index])
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380 |
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381 | SetVColors(f.col, f_col)
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382 |
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383 | if not me.materials:
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384 | if oldmats:
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385 | me.materials = oldmats
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386 | else:
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387 | newmat = Material.New()
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388 | if (colors != None):
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389 | newmat.mode |= Material.Modes.VCOL_PAINT
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390 | me.materials = [newmat]
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391 |
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392 | if (newmesh==0):
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393 | me.update()
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394 |
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395 | return me
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396 |
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397 | def VTKToBlenderColor(x):
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398 | return int(255*float(x)+0.5)
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399 |
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400 | def BlenderAddFace(me, faces, n1, n2, n3, n4=None):
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401 |
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402 | if (n4 != None):
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403 | faces.append([me.verts[n1], me.verts[n2], \
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404 | me.verts[n3], me.verts[n4]])
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405 | else:
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406 | faces.append([me.verts[n1], me.verts[n2], me.verts[n3]])
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407 |
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408 | def BlenderAddEdge(me, edges, n1, n2):
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409 | edges.append([me.verts[n1], me.verts[n2]])
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410 |
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411 |
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412 | def SetVColors(col, vcols):
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413 | for j in range(len(col)):
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414 |
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415 | col[j].r = vcols[j][0]
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416 | col[j].g = vcols[j][1]
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417 | col[j].b = vcols[j][2]
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418 | if len(vcols[j]) == 3:
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419 | col[j].a = 255
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420 | else:
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421 | col[j].a = vcols[j][3]
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422 |
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