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VTKBlender.py
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VTKBlender.py
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# Copyright (c) 2005, Chris Want
"""
VTK inside Blender module.
Please see LICENSE and README.md for information about this software.
"""
import vtk
import time, string
try:
import bpy, bmesh
except:
print("No Blender module found!")
class BlenderToPolyData:
### Below is the public interface of this class
def __init__(self, me, uvlayer=None):
self.mesh = me
self.points = vtk.vtkPoints()
self.polys = vtk.vtkCellArray()
self.lines = vtk.vtkCellArray()
self.pdata = vtk.vtkPolyData()
def convert_data(self):
self.create_point_data()
self.process_faces()
self.process_edges()
self.create_pdata()
#self.process_uvcoords()
#self.pdata.Update()
return self.pdata
@classmethod
def convert(cls, me, uvlayer=None):
ob = cls(me, uvlayer)
return ob.convert_data()
## Below should be regarded 'private' ...
def create_pdata(self):
self.pdata.SetPoints(self.points)
self.pdata.SetPolys(self.polys)
self.pdata.SetLines(self.lines)
def create_point_data(self):
pcoords = vtk.vtkFloatArray()
pcoords.SetNumberOfComponents(3)
pcoords.SetNumberOfTuples(len(self.mesh.vertices))
for i in range(len(self.mesh.vertices)):
v = self.mesh.vertices[i]
p0 = v.co[0]
p1 = v.co[1]
p2 = v.co[2]
pcoords.SetTuple3(i, p0, p1, p2)
self.points.SetData(pcoords)
def process_faces(self):
for face in self.mesh.polygons:
self.polys.InsertNextCell(len(face.vertices))
for i in range(len(face.vertices)):
self.polys.InsertCellPoint(face.vertices[i])
def process_edges(self):
for edge in self.mesh.edges:
self.lines.InsertNextCell(len(edge.vertices))
for i in range(len(edge.vertices)):
self.lines.InsertCellPoint(edge.vertices[i])
def process_uvcoords(self):
if me.faceUV:
if uvlayer:
uvnames = me.getUVLayerNames()
if uvlayer in uvnames:
me.activeUVLayer = uvlayer
tcoords = vtk.vtkFloatArray()
tcoords.SetNumberOfComponents(2)
tcoords.SetNumberOfTuples(len(me.verts))
for face in me.faces:
for i in range(len(face.verts)):
uv = face.uv[i]
tcoords.SetTuple2(face.v[i].index, uv[0], uv[1])
pdata.GetPointData().SetTCoords(tcoords);
class PolyDataMapperToBlender:
# some flags to alter behavior
TRIS_TO_QUADS = 0x01
SMOOTH_FACES = 0x02
### Below is the public interface for this class
def __init__(self, pmapper, me=None):
self.initialize_work_data()
self.initialize_mesh(me)
self.pmapper = pmapper
def convert_data(self):
self.initialize_work_data()
self.pmapper.Update()
pdata = self.pmapper.GetInput()
plut = self.pmapper.GetLookupTable()
scalars = pdata.GetPointData().GetScalars()
#print(pdata.GetNumberOfCells())
self.point_data_to_verts(pdata)
self.read_colors(scalars, plut)
self.process_topology(pdata, scalars)
self.mesh.from_pydata(self.verts, self.edges, self.faces)
self.set_smooth()
self.apply_vertex_colors()
#self.set_materials()
if (not self.newmesh):
self.mesh.update()
return self.mesh
@classmethod
def convert(cls, pmapper, me=None):
ob = cls(pmapper, me)
return ob.convert_data()
# What is this 'tri to quad' stuff? Well, sometimes it's best to
# try to read in pairs of consecutive triangles in as quad faces.
# An example: you extrude a tube along a polyline in vtk, and if
# you can get it into Blender as a bunch of quads, you can use a
# Catmull-Clark subdivision surface to smooth the tube out, with
# fewer creases.
def set_tris_to_quads(self):
self.flags = flags | self.TRIS_TO_QUADS
def set_tris_to_tris(self):
self.flags = flags & ~self.TRIS_TO_QUADS
def set_faces_to_smooth(self):
self.flags = flags | self.SMOOTH_FACES
def set_faces_to_faceted(self):
self.flags = flags & ~self.SMOOTH_FACES
### Below should be considered private to this class
def initialize_work_data(self):
self.verts = []
self.faces = []
self.edges = []
self.oldmats = None
self.colors = None
self.flags = 0
def initialize_mesh(self, me=None):
self.newmesh = False
if (me == None):
self.mesh = bpy.data.meshes.new("VTKBlender")
self.newmesh = True
else:
self.mesh = me
self.remove_mesh_data()
if me.materials:
self.oldmats = me.materials
def remove_mesh_data(self):
bm = bmesh.new()
bm.from_mesh(self.mesh)
all_verts = [v for v in bm.verts]
DEL_VERTS = 1
bmesh.ops.delete(bm, geom=all_verts, context=DEL_VERTS)
bm.to_mesh(self.mesh)
def point_data_to_verts(self, pdata):
self.verts = []
for i in range(pdata.GetNumberOfPoints()):
point = pdata.GetPoint(i)
self.add_vert(point[0],point[1],point[2])
def add_vert(self, x, y, z):
self.verts.append([x, y, z])
def read_colors(self, scalars, plut):
if ( (scalars != None) and (plut != None) ):
self.colors = []
scolor = [0,0,0]
for i in range(scalars.GetNumberOfTuples()):
plut.GetColor(scalars.GetTuple1(i), scolor)
color = scolor
alpha = plut.GetOpacity(scalars.GetTuple1(i))
self.colors.append([scolor[0], scolor[1], scolor[2], alpha])
def set_smooth(self):
if ( self.flags & self.SMOOTH_FACES):
for f in me.faces:
f.smooth = 1
def apply_vertex_colors(self):
# Some faces in me.faces may have been discarded from our
# list, so best to compute the vertex colors after the faces
# have been added to the mesh
if (self.colors != None):
if not self.mesh.vertex_colors:
self.mesh.vertex_colors.new()
color_layer = self.mesh.vertex_colors.active
i = 0
for poly in self.mesh.polygons:
for idx in poly.vertices:
rgb = self.colors[idx]
# No alpha? Why Blender, why?
color_layer.data[i].color = rgb[0:3]
i += 1
def set_materials(self):
if not self.mesh.materials:
if self.oldmats:
self.mesh.materials = oldmats
else:
newmat = Material.New()
if (colors != None):
newmat.mode |= Material.Modes.VCOL_PAINT
self.mesh.materials = [newmat]
def process_line(self, cell):
n1 = cell.GetPointId(0)
n2 = cell.GetPointId(1)
self.add_edge(n1, n2)
def process_polyline(self, cell):
for j in range(cell.GetNumberOfPoints()-1):
n1 = cell.GetPointId(j)
n2 = cell.GetPointId(j+1)
self.add_edge(n1, n2)
def process_triangle(self, cell, skiptriangle):
if skiptriangle:
skiptriangle = False
return
if ( (self.flags & self.TRIS_TO_QUADS) and
(i < pdata.GetNumberOfCells()-1) and
(pdata.GetCellType(i+1)==5) ):
n1 = cell.GetPointId(0)
n2 = cell.GetPointId(1)
n3 = cell.GetPointId(2)
nextcell = pdata.GetCell(i+1)
m1 = nextcell.GetPointId(0)
m2 = nextcell.GetPointId(1)
m3 = nextcell.GetPointId(2)
if ( (n2 == m3) and (n3 == m2) ):
self.add_face(n1, n2, m1, n3)
skiptriangle = True
else:
self.add_face(n1, n2, n3)
else:
n1 = cell.GetPointId(0)
n2 = cell.GetPointId(1)
n3 = cell.GetPointId(2)
self.add_face(n1, n2, n3)
def process_triangle_strip(self, cell):
numpoints = cell.GetNumberOfPoints()
if ( (self.flags & self.TRIS_TO_QUADS) and (numpoints % 2 == 0) ):
for j in range(cell.GetNumberOfPoints()-3):
if (j % 2 == 0):
n1 = cell.GetPointId(j)
n2 = cell.GetPointId(j+1)
n3 = cell.GetPointId(j+2)
n4 = cell.GetPointId(j+3)
self.add_face(n1, n2, n4, n3)
else:
for j in range(cell.GetNumberOfPoints()-2):
if (j % 2 == 0):
n1 = cell.GetPointId(j)
n2 = cell.GetPointId(j+1)
n3 = cell.GetPointId(j+2)
else:
n1 = cell.GetPointId(j)
n2 = cell.GetPointId(j+2)
n3 = cell.GetPointId(j+1)
self.add_face(n1, n2, n3)
def process_polygon(self, cell, pdata, scalars):
# Add a vert at the center of the polygon,
# and break into triangles
x = 0.0
y = 0.0
z = 0.0
scal = 0.0
N = cell.GetNumberOfPoints()
for j in range(N):
point = pdata.GetPoint(cell.GetPointId(j))
x = x + point[0]
y = y + point[1]
z = z + point[2]
if (scalars != None):
scal = scal + scalars.GetTuple1(j)
x = x / N
y = y / N
z = z / N
scal = scal / N
newidx = len(self.verts)
self.add_vert(x, y, z)
if (scalars != None):
scolor = [0,0,0]
plut.GetColor(scal, scolor)
color = map(vtk_to_blender_color, scolor)
alpha = int(plut.GetOpacity(scalars.GetTuple1(i))*255)
colors.append([color[0], color[1], color[2], alpha])
# Add triangles connecting polynomial sides to new vert
for j in range(N):
n1 = cell.GetPointId(j)
n2 = cell.GetPointId( (j+1) % N )
n3 = newidx
self.add_face(n1, n2, n3)
def process_pixel(self, cell):
n1 = cell.GetPointId(0)
n2 = cell.GetPointId(1)
n3 = cell.GetPointId(2)
n4 = cell.GetPointId(3)
self.add_face(n1, n2, n3, n4)
def process_quad(self, cell):
n1 = cell.GetPointId(0)
n2 = cell.GetPointId(1)
n3 = cell.GetPointId(2)
n4 = cell.GetPointId(3)
self.add_face(n1, n2, n3, n4)
def process_topology(self, pdata, scalars):
skiptriangle = False
for i in range(pdata.GetNumberOfCells()):
cell = pdata.GetCell(i)
# print(i, pdata.GetCellType(i))
# Do line
if pdata.GetCellType(i)==3:
self.process_line(cell)
# Do poly lines
if pdata.GetCellType(i)==4:
self.process_polyline(cell)
# Do triangles
if pdata.GetCellType(i)==5:
self.process_triangle(cell, skiptriangle)
# Do triangle strips
if pdata.GetCellType(i)==6:
self.process_triangle_strip(cell)
# Do polygon
if pdata.GetCellType(i)==7:
self.process_polygon(cell, pdata, scalars)
# Do pixel
if pdata.GetCellType(i)==8:
self.process_pixel(cell)
# Do quad
if pdata.GetCellType(i)==9:
self.process_quad(cell)
def vtk_to_blender_color(self, x):
return int(255*float(x)+0.5)
def add_face(self, n1, n2, n3, n4=None):
if (n4 != None):
self.faces.append([n1, n2, n3, n4])
else:
self.faces.append([n1, n2, n3])
def add_edge(self, n1, n2):
self.edges.append([n1, n2])