light_field_tools: move to contrib: T63750

This commit is contained in:
Brendon Murphy 2019-05-24 18:05:34 +10:00
parent 5b66741510
commit 0aacb34c82
2 changed files with 0 additions and 603 deletions

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Light Field Tools",
"author": "Aurel Wildfellner",
"description": "Tools to create a light field camera and projector",
"version": (0, 3, 1),
"blender": (2, 64, 0),
"location": "View3D > Tool Shelf > Light Field Tools",
"url": "http://www.jku.at/cg/",
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Render/Light_Field_Tools",
"category": "Render"
}
if "bpy" in locals():
import importlib
importlib.reload(light_field_tools)
else:
from . import light_field_tools
import bpy
from bpy.types import (
AddonPreferences,
PropertyGroup,
)
from bpy.props import (
BoolProperty,
FloatProperty,
IntProperty,
StringProperty,
PointerProperty,
)
# global properties for the script, mainly for UI
class LightFieldPropertyGroup(PropertyGroup):
angle: FloatProperty(
name="Angle",
# 40 degrees
default=0.69813170079,
min=0,
# 172 degrees
max=3.001966313430247,
precision=2,
subtype='ANGLE',
description="Field of view of camera and angle of beam for spotlights"
)
row_length: IntProperty(
name="Row Length",
default=1,
min=1,
description="The number of cameras/lights in one row"
)
create_handler: BoolProperty(
name="Handler",
default=True,
description="Creates an empty object, to which the cameras and spotlights are parented to"
)
do_camera: BoolProperty(
name="Create Camera",
default=True,
description="A light field camera is created"
)
animate_camera: BoolProperty(
name="Animate Camera",
default=True,
description="Animates a single camera, so not multiple cameras get created"
)
do_projection: BoolProperty(
name="Create Projector",
default=False,
description="A light field projector is created"
)
texture_path: StringProperty(
name="Texture Path",
description="From this path textures for the spotlights will be loaded",
subtype='DIR_PATH'
)
light_intensity: FloatProperty(
name="Light Intensity",
default=2,
min=0,
precision=3,
description="Total intensity of all lamps"
)
# blending of the spotlights
spot_blend: FloatProperty(
name="Blend",
default=0,
min=0,
max=1,
precision=3,
description="Blending of the spotlights"
)
# spacing in pixels on the focal plane
spacing: IntProperty(
name="Spacing",
default=10,
min=0,
description="The spacing in pixels between two cameras on the focal plane"
)
# Add-ons Preferences Update Panel
# Define Panel classes for updating
panels = (
light_field_tools.VIEW3D_PT_lightfield_tools,
)
def update_panel(self, context):
message = "Light Field Tools: Updating Panel locations has failed"
try:
for panel in panels:
if "bl_rna" in panel.__dict__:
bpy.utils.unregister_class(panel)
for panel in panels:
panel.bl_category = context.preferences.addons[__name__].preferences.category
bpy.utils.register_class(panel)
except Exception as e:
print("\n[{}]\n{}\n\nError:\n{}".format(__name__, message, e))
pass
class LFTPreferences(AddonPreferences):
# this must match the addon name, use '__package__'
# when defining this in a submodule of a python package.
bl_idname = __name__
category: StringProperty(
name="Tab Category",
description="Choose a name for the category of the panel",
default="Tools",
update=update_panel
)
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.label(text="Tab Category:")
col.prop(self, "category", text="")
def register():
# register properties
# bpy.utils.register_class(LightFieldPropertyGroup)
bpy.utils.register_module(__name__)
bpy.types.Scene.lightfield = PointerProperty(type=LightFieldPropertyGroup)
def unregister():
bpy.utils.unregister_module(__name__)
del bpy.types.Scene.lightfield
if __name__ == "__main__":
register()

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
from bpy.types import (
Operator,
Panel,
)
import os
from math import (
degrees, tan,
radians,
)
from mathutils import Vector
__bpydoc__ = """
Light Field Tools
This script helps setting up rendering of lightfields. It
also supports the projection of lightfields with textured
spotlights.
Usage:
A simple interface can be accessed in the tool shelf panel
in 3D View ([T] Key).
A base mesh has to be provided, which will normally be a
subdivided plane. The script will then create a camera rig
and a light rig with adjustable properties. A sample camera
and a spotlight will be created on each vertex of the
basemesh object axis (maybe vertex normal in future
versions).
Vertex order:
The user has to provide the number of cameras or
lights in one row in an unevenly spaced grid, the
basemesh. Then the right vertex order can be
computed as shown here.
6-7-8
| | |
^ 3-4-5
| | | |
y 0-1-2
x->
There is also a tool to create a basemesh, which is an
evenly spaced grid. The row length parameter is taken to
construct such a NxN grid. Someone would start out by adding
a rectengular plane as the slice plane of the frustrum of
the most middle camera of the light field rig. The spacing
parameter then places the other cameras in a way, so they
have an offset of n pixels from the other camera on this
plane.
Version history:
v0.3.0 - Make compatible with 2.64
v0.2.1 - Empty handler, multiple camera grid, r34843
v0.2.0 - To be included in contrib, r34456
v0.1.4 - To work with r34261
v0.1.3 - Fixed base mesh creation for r29998
v0.1.2 - Minor fixes, working with r29994
v0.1.1 - Basemesh from focal plane.
v0.1.0 - API updates, draft done.
v0.0.4 - Texturing.
v0.0.3 - Creates an array of non textured spotlights.
v0.0.2 - Renders lightfields.
v0.0.1 - Initial version.
TODO:
* Restore view after primary camera is changed.
* Apply object matrix to normals.
* Align to normals, somehow,....
* StringProperties with PATH tag, for proper ui.
"""
class OBJECT_OT_create_lightfield_rig(Operator):
bl_idname = "object.create_lightfield_rig"
bl_label = "Create a light field rig"
bl_description = "Create a lightfield rig based on the active object/mesh"
bl_options = {'REGISTER'}
layer0 = [True] + [False] * 19
numSamples = 0
baseObject = None
handler = None
verts = []
imagePaths = []
def arrangeVerts(self):
"""Sorts the vertices as described in the usage part of the doc."""
# FIXME get mesh with applied modifer stack
scene = bpy.context.scene
mesh = self.baseObject.data
verts = []
row_length = scene.lightfield.row_length
matrix = self.baseObject.matrix_local.copy()
for vert in mesh.vertices:
# world/parent origin
# ???, normal and co are in different spaces, sure you want this?
co = matrix * vert.co
normal = vert.normal
verts.append([co, normal])
def key_x(v):
return v[0][0]
def key_y(v):
return v[0][1]
verts.sort(key=key_y)
sorted_verts = []
for i in range(0, len(verts), row_length):
row = verts[i: i + row_length]
row.sort(key=key_x)
sorted_verts.extend(row)
return sorted_verts
def createCameraAnimated(self):
scene = bpy.context.scene
bpy.ops.object.camera_add(align='WORLD')
cam = bpy.context.active_object
cam.name = "light_field_camera"
# set props
cam.data.angle = scene.lightfield.angle
# display options of the camera
cam.data.lens_unit = 'FOV'
# handler parent
if scene.lightfield.create_handler:
cam.parent = self.handler
# set as primary camera
scene.camera = cam
# animate
scene.frame_current = 0
for frame, vert in enumerate(self.verts):
scene.frame_current = frame
# translate
cam.location = vert[0]
# rotation
cam.rotation_euler = self.baseObject.rotation_euler
# insert LocRot keyframes
cam.keyframe_insert('location')
# set anim render props
scene.frame_current = 0
scene.frame_start = 0
scene.frame_end = self.numSamples - 1
def createCameraMultiple(self):
scene = bpy.context.scene
for cam_idx, vert in enumerate(self.verts):
# add and name camera
bpy.ops.object.camera_add(align='WORLD')
cam = bpy.context.active_object
cam.name = "light_field_cam_" + str(cam_idx)
# translate
cam.location = vert[0]
# rotation
cam.rotation_euler = self.baseObject.rotation_euler
# set camera props
cam.data.angle = scene.lightfield.angle
# display options of the camera
cam.data.display_size = 0.15
cam.data.lens_unit = 'FOV'
# handler parent
if scene.lightfield.create_handler:
cam.parent = self.handler
def createCamera(self):
if bpy.context.scene.lightfield.animate_camera:
self.createCameraAnimated()
else:
self.createCameraMultiple()
def getImagePaths(self):
path = bpy.context.scene.lightfield.texture_path
if not os.path.isdir(path):
return False
files = os.listdir(path)
if not len(files) == self.numSamples:
return False
files.sort()
self.imagePaths = list(map(lambda f: os.path.join(path, f), files))
return True
def createTexture(self, index):
name = "light_field_spot_tex_" + str(index)
tex = bpy.data.textures.new(name, type='IMAGE')
# load and set the image
# FIXME width, height. not necessary to set in the past.
img = bpy.data.images.new("lfe_str_" + str(index), width=5, height=5)
img.filepath = self.imagePaths[index]
img.source = 'FILE'
tex.image = img
return tex
def createSpot(self, index, textured=False):
scene = bpy.context.scene
bpy.ops.object.light_add(
type='SPOT')
spot = bpy.context.active_object
# set object props
spot.name = "light_field_spot_" + str(index)
# set constants
spot.data.use_square = True
spot.data.shadow_method = "RAY_SHADOW"
# FIXME
spot.data.distance = 10
# set spot props
spot.data.energy = scene.lightfield.light_intensity / self.numSamples
spot.data.spot_size = scene.lightfield.angle
spot.data.spot_blend = scene.lightfield.spot_blend
# add texture
if textured:
spot.data.active_texture = self.createTexture(index)
# texture mapping
spot.data.texture_slots[0].texture_coords = 'VIEW'
# handler parent
if scene.lightfield.create_handler:
spot.parent = self.handler
return spot
def createLightfieldEmitter(self, textured=False):
for i, vert in enumerate(self.verts):
spot = self.createSpot(i, textured)
spot.location = vert[0]
spot.rotation_euler = self.baseObject.rotation_euler
def execute(self, context):
scene = context.scene
obj = self.baseObject = context.active_object
if not obj or obj.type != 'MESH':
self.report({'ERROR'}, "No selected mesh object!")
return {'CANCELLED'}
self.verts = self.arrangeVerts()
self.numSamples = len(self.verts)
if scene.lightfield.create_handler:
# create an empty
bpy.ops.object.add(type='EMPTY')
empty = bpy.context.active_object
empty.location = self.baseObject.location
empty.name = "light_field_handler"
empty.rotation_euler = self.baseObject.rotation_euler
self.handler = empty
if scene.lightfield.do_camera:
self.createCamera()
if scene.lightfield.do_projection:
if self.getImagePaths():
self.createLightfieldEmitter(textured=True)
else:
self.createLightfieldEmitter(textured=False)
return {'FINISHED'}
class OBJECT_OT_create_lightfield_basemesh(Operator):
bl_idname = "object.create_lightfield_basemesh"
bl_label = "Create a basemesh from the selected focal plane"
bl_description = "Creates a basemesh from the selected focal plane"
bl_options = {'REGISTER'}
objName = "lf_basemesh"
def getWidth(self, obj):
mat = obj.matrix_local
mesh = obj.data
v0 = mat * mesh.vertices[mesh.edges[0].vertices[0]].co
v1 = mat * mesh.vertices[mesh.edges[0].vertices[1]].co
return (v0 - v1).length
def getCamVec(self, obj, angle):
width = self.getWidth(obj)
itmat = obj.matrix_local.inverted().transposed()
normal = itmat * obj.data.polygons[0].normal.normalized()
vl = (width / 2) * (1 / tan(radians(angle / 2)))
return normal * vl
def addMeshObj(self, mesh):
collection = bpy.context.collection
scene = bpy.context.scene
view_layer = bpy.context.view_layer
for o in scene.objects:
o.select_set(False)
mesh.update()
nobj = bpy.data.objects.new(self.objName, mesh)
collection.objects.link(nobj)
nobj.select_set(True)
if view_layer.objects.active is None or view_layer.objects.active.mode == 'OBJECT':
view_layer.objects.active = nobj
def execute(self, context):
scene = context.scene
obj = context.active_object
# check if active object is a mesh object
if not obj or obj.type != 'MESH':
self.report({'ERROR'}, "No selected mesh object!")
return {'CANCELLED'}
# check if it has one single face
if len(obj.data.polygons) != 1:
self.report({'ERROR'}, "The selected mesh object has to have exactly one quad!")
return {'CANCELLED'}
rl = scene.lightfield.row_length
# use a degree angle here
angle = degrees(scene.lightfield.angle)
spacing = scene.lightfield.spacing
# resolution of final renderings
res = round(scene.render.resolution_x * (scene.render.resolution_percentage / 100.))
width = self.getWidth(obj)
# the offset between n pixels on the focal plane
fplane_offset = (width / res) * spacing
# vertices for the basemesh
verts = []
# the offset vector
vec = self.getCamVec(obj, angle)
# lower left coordinates of the grid
sx = obj.location[0] - fplane_offset * int(rl / 2)
sy = obj.location[1] - fplane_offset * int(rl / 2)
z = obj.location[2]
# position on the focal plane
fplane_pos = Vector()
for x in [sx + fplane_offset * i for i in range(rl)]:
for y in [sy + fplane_offset * i for i in range(rl)]:
fplane_pos.x = x
fplane_pos.y = y
fplane_pos.z = z
# position of a vertex in a basemesh
pos = fplane_pos + vec
# pack coordinates flat into the vert list
verts.append((pos.x, pos.y, pos.z))
# setup the basemesh and add verts
mesh = bpy.data.meshes.new(self.objName)
mesh.from_pydata(verts, [], [])
self.addMeshObj(mesh)
return {'FINISHED'}
class VIEW3D_PT_lightfield_tools(Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_context = "objectmode"
bl_label = "Light Field Tools"
bl_category = "Tools"
def draw(self, context):
layout = self.layout
scene = context.scene
col = layout.column()
col.prop(scene.lightfield, "row_length")
col.prop(scene.lightfield, "angle")
col.prop(scene.lightfield, "create_handler")
col.prop(scene.lightfield, "do_camera")
col.prop(scene.lightfield, "animate_camera")
col.prop(scene.lightfield, "do_projection")
col = layout.column(align=True)
col.enabled = scene.lightfield.do_projection
col.prop(scene.lightfield, "texture_path")
col.prop(scene.lightfield, "light_intensity")
col.prop(scene.lightfield, "spot_blend")
# create a basemesh
col = layout.column(align=True)
col.operator("object.create_lightfield_basemesh", text="Create Base Grid")
col.prop(scene.lightfield, "spacing")
layout.operator("object.create_lightfield_rig", text="Create Rig")