Real2Virtual202111

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import bpy
 
import sys, os
## エディタ実行時に追加ライブラリを参照するため
## ファイル読み込みディレクトリをシステムパスに追加する
# 自身のファイル名を取得
script_filename = os.path.basename(__file__)
# Blenderの読み込みファイルリストからファイルパスを取得
script_filepath = bpy.data.texts[script_filename].filepath
# 読み込み元のディレクトリパスを取得
script_dirpath = os.path.dirname(script_filepath)
# 読み込み元のディレクトリパスをシステムパスに追加
sys.path += [script_dirpath]
from Space import Space
 
#bpy.context.space_data.shading.type = 'MATERIAL'
 
def delete_all():
    #clear
    for item in bpy.data.meshes:
        bpy.data.meshes.remove(item)
    for item in bpy.data.materials:
        bpy.data.materials.remove(item)
    for collection in bpy.data.collections:
        print(collection.name)
        if collection.name != "Collection":
            bpy.data.collections.remove(collection)
 
# カラーテーブルを作っておく
ctable = []
ctable.append( (1,0,0,1) )
ctable.append( (0,1,0,1) )
ctable.append( (0.2,0.2,0.2,1) )
ctable.append( (0,0,1,1) )
ctable.append( (1,1,0,1) )
ctable.append( (1,1,1,1) )
ctable.append( (1,0.5,0,1))
ctable.append( (0.2, 0.5, 0.8, 1))
 
verts = [(-0.5, -0.5,  0.5),
         ( 0.5, -0.5,  0.5),
         ( 0.5,  0.5,  0.5),
         (-0.5,  0.5,  0.5),
         (-0.5, -0.5, -0.5),
         ( 0.5, -0.5, -0.5),
         ( 0.5,  0.5, -0.5),
         (-0.5,  0.5, -0.5),]
#
#            3------- 2
#         0 ------ 1- |
#         |  |     |  |
#         |  |     |  |
#         |  7---  |  6
#         4--------5
#
#    z
#    |  y
#    | /
#    |/
#    +------>x
#   
 
faces = [(0,1,2,3), (0,4,5,1), (1,5,6,2), (2,6,7,3), (0,3,7,4), (4,7,6,5)]
 
# LED-s(+) and a photo-tr(*) on a face
#
#     3----------------2
#     |                |
#     |    +           |
#     |             +  |
#     |                |
#     |                |
#     |  +             |
#     |    *      +    |
#     |                |
#     0----------------1
#
#
led_v = [( 0.29, -0.41, 0.5), #LED_0
         ( 0.31, -0.41, 0.5),
         ( 0.31, -0.39, 0.5),
         ( 0.29, -0.39, 0.5),
         ( 0.39,  0.29, 0.5), #LED_1
         ( 0.41,  0.29, 0.5),
         ( 0.41,  0.31, 0.5),
         ( 0.39,  0.31, 0.5),
         (-0.31,  0.39, 0.5), #LED_2
         (-0.29,  0.39, 0.5),
         (-0.29,  0.41, 0.5),
         (-0.31,  0.41, 0.5),
         (-0.41, -0.31, 0.5), #LED_3
         (-0.39, -0.31, 0.5),
         (-0.39, -0.29, 0.5),
         (-0.41, -0.29, 0.5)]
led_faces = [(0,1,2,3),(4,5,6,7),(8,9,10,11),(12,13,14,15)]
 
phtr_v = [( -0.31, -0.41, 0.5),
          ( -0.29, -0.41, 0.5),
          ( -0.29, -0.39, 0.5),
          ( -0.31, -0.39, 0.5)]
phtr_face=[(0,1,2,3)]
 
scene = bpy.context.scene
 
def make_cube_mesh():
    cube_mesh = bpy.data.meshes.new(name="cube_seed_mesh")
    cube_mesh.from_pydata(verts, [], faces)
    cube_mesh.update()
    obj = bpy.data.objects.new(name="cube_seed", object_data=cube_mesh)
    ##scene.objects.link(obj)
    scene.collection.objects.link(obj)
    bpy.context.view_layer.objects.active = obj
 
    #i = 0
    ##for face in mesh.polygons:  # 全ての面について処理する
    for p in range(len(cube_mesh.polygons)):
        face=cube_mesh.polygons[p]
    
        print("face index:{0:2} ".format(face.index), end="")
        print("vertices:", end="")
        for vi in face.vertices:
            print("{0:2}, ".format(vi), end="")
        print("")
        
        # マテリアルの存在確認
        mat_name = "mat" + str(p)
        material = bpy.data.materials.get(mat_name)
        print("mat_name:"+mat_name)
      
        # マテリアルがなければ作成する
        if material is None:
        #if True :
            print("material is None")
            material = bpy.data.materials.new(mat_name)
            
            # マテリアルをオブジェクトに設定する
            obj.data.materials.append(material)        
            material.use_nodes = True
            
        # 色を設定
        pBSDF = material.node_tree.nodes["Principled BSDF"]
        pBSDF.inputs[0].default_value = ctable[p]
        print(mat_name+" color=",end="")
        print(ctable[p])
        
        # マテリアルのIndexを取得する
        matindex = bpy.data.materials.find(mat_name)
        
        print("face index:{0:2} ".format(face.index))
        # 面に使用するマテリアルを設定する
        face.material_index = matindex    
 
def make_led_seed_mesh():
    led_seed_mesh = bpy.data.meshes.new(name="led_seed_mesh")
    led_seed_mesh.from_pydata(led_v, [], led_faces)
    led_seed_mesh.update()
    led_face_obj=bpy.data.objects.new(name="led_seed", object_data=led_seed_mesh)
    scene.collection.objects.link(led_face_obj)
 
    phtr_seed_mesh = bpy.data.meshes.new(name="phtr_seed_mesh")
    phtr_seed_mesh.from_pydata(phtr_v, [], phtr_face)
    phtr_seed_mesh.update()
    phtr_obj=bpy.data.objects.new(name="phtr",object_data=phtr_seed_mesh)
    scene.collection.objects.link(phtr_obj)
    
    mat_name = "mat" + str(6)
    material = bpy.data.materials.get(mat_name)
    print("mat_name:"+mat_name)
      
    # マテリアルがなければ作成する
    if material is None:
    #if True :
        print("material is None")
        material = bpy.data.materials.new(mat_name)
            
        # マテリアルをオブジェクトに設定する
        led_face_obj.data.materials.append(material)        
        material.use_nodes = True
            
    # 色を設定
    pBSDF = material.node_tree.nodes["Principled BSDF"]
    pBSDF.inputs[0].default_value = ctable[6]
    print(mat_name+" color=",end="")
    print(ctable[6])
        
    # マテリアルのIndexを取得する
    matindex = bpy.data.materials.find(mat_name)    
    
    # 面に使用するマテリアルを設定する
    for p in range(len(led_seed_mesh.polygons)):
        face=led_seed_mesh.polygons[p]
        print("face index:{0:2} ".format(face.index))
        face.material_index = matindex    
        mat_name = "mat" + str(6)
        
    mat_name="mat_"+str(7)
    material = bpy.data.materials.get(mat_name)
    print("mat_name:"+mat_name)
      
    # マテリアルがなければ作成する
    if material is None:
    #if True :
        print("material is None")
        material = bpy.data.materials.new(mat_name)
            
        # マテリアルをオブジェクトに設定する
        led_face_obj.data.materials.append(material)        
        material.use_nodes = True
            
    # 色を設定
    pBSDF = material.node_tree.nodes["Principled BSDF"]
    pBSDF.inputs[0].default_value = ctable[7]
    print(mat_name+" color=",end="")
    print(ctable[7])
        
    # マテリアルのIndexを取得する
    matindex = bpy.data.materials.find(mat_name)    
    
    # 面に使用するマテリアルを設定する
    face=phtr_seed_mesh.polygons[0]
    print("face index:{0:2} ".format(face.index))
    face.material_index = matindex
    
    face_dev_collection=bpy.data.collections.new("face_light_devices")
    bpy.context.scene.collection.children.link(face_dev_collection)
    face_dev_collection.objects.link(led_face_obj)
    face_dev_collection.objects.link(phtr_obj)
    bpy.context.scene.collection.objects.unlink(led_face_obj)
    bpy.context.scene.collection.objects.unlink(phtr_obj)
 
def set_object_name(obj, name):
    name = obj.name
    obj.name = name
 
def get_object_from_name(name):
    return bpy.data.objects[name]
 
def mk_cubic_led_phtr():
    make_led_seed_mesh()    
 
def print_objects():
    print(bpy.data.objects)
    print(bpy.data.objects.keys())
    print(bpy.context.object)
    print(bpy.context.selected_objects)
    ##bpy.ops.object.select_by_type(type='MESH')
    #bpy.data.objects['cube'].select_set(True)
    #bpy.data.objects['led_seed'].select_set(True)
 
    # 現時点でアクティブ化されているオブジェクトの名前を print
    if bpy.context.active_object!=None:
        print("Active object (before): "+bpy.context.active_object.name)
    # 現時点で選択されているオブジェクトの名前を print
    selected_name_list = [obj.name for obj in bpy.context.selected_objects]
    print("Selected objects (before): ", end="")
 
#obj = bpy.context.active_object
#mesh = obj.data
 
def move_to_work_0():
    obj=bpy.ops.transform.translate(value=(0, 15, -0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
    return obj
 
def move_to_work_1():
    context = bpy.context
    for ob in context.selected_objects:
        name = ob.name
        copy = ob.copy()
        copy.data = copy.data.copy() # linked = False
        ob.name = f"{name}_high"
        copy.name = f"{name}_low"
        ob.location.x += 5
        context.collection.objects.link(copy)
        obj=bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, -5, 0), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":True, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})
        #bpy.ops.outliner.item_rename()
    return obj
 
def get_objects_in_the_collection(c):
    print(c)
    for collection in bpy.data.collections:
        print(collection.name)
        if collection.name ==c:
            for o in collection.objects:
                o.select_set(True)
            if collection.children !=None:
                for cc in collection.children:
                    get_objects_in_the_collection(cc.name)
 
#Recursivly transverse layer_collection for a particular name
def recurLayerCollection(layerColl, collName):
    found = None
    if (layerColl.name == collName):
        return layerColl
    for layer in layerColl.children:
        found = recurLayerCollection(layer, collName)
        if found:
            return found
def duplicate_collection(c):
    print("duplicate_collection")
    print(c)
    nc=c.copy()
    nc.name=c.name+'_c'
    for o in c.objects:
        #print("object")
        #print(o)
        no=o.copy()
        no.name=o.name+'_c'
        nc.objects.unlink(o)
        nc.objects.link(no)
    if c.children!=None:
        for cc in c.children:
            ncc=duplicate_collection(cc)
            nc.children.link(ncc)
    return nc
 
delete_all()
#make_cube_mesh()
make_led_seed_mesh()
print_objects()
#get_objects_in_the_collection("face_light_devices")
#move_to_work_0()
#move_to_work_1()
 
tc = bpy.data.collections.get("face_light_devices")
cc=duplicate_collection(tc)
cc.name='face_dev_00'
bpy.context.scene.collection.children.link(cc)
get_objects_in_the_collection("face_dev_00")
bpy.ops.collection.objects_add_active()
bpy.ops.transform.rotate(value=3.1415926535/2, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
#
 
tc = bpy.data.collections.get("face_light_devices")
cc=duplicate_collection(tc)
cc.name='face_dev_01'
bpy.context.scene.collection.children.link(cc)
get_objects_in_the_collection("face_dev_01")
bpy.ops.collection.objects_add_active()
bpy.ops.transform.rotate(value=-3.1415926535/2, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
 
tc = bpy.data.collections.get("face_light_devices")
cc=duplicate_collection(tc)
cc.name='face_dev_02'
bpy.context.scene.collection.children.link(cc)
get_objects_in_the_collection("face_dev_02")
bpy.ops.collection.objects_add_active()
bpy.ops.transform.rotate(value=3.1415926535/2, orient_axis='Y', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
 
 
#cc.transrom.rotate(value=3.1415926535/2, orient_axis='X', orient_type='GLOBAL',orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
 
#bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, -5, 0), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":True, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})
 
#bpy.ops.transform.rotate(value=3.1415926535/2, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
 
#bpy.ops.transform.rotate(value=-3.1415926535/2, orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
 

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Last-modified: 2022-06-26 (日) 23:55:03 (842d)