118 lines
4.3 KiB
Python
118 lines
4.3 KiB
Python
# -*- coding: utf-8 -*-
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# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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__version__ = '0.3'
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import logging
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import bpy
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from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
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from blender.utils.shininess_to_roughness import shiny_to_rough
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logger = logging.getLogger(__name__)
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logging.basicConfig(level=logging.INFO)
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blackbody_mat_name = 'Robossembler_Black_Body'
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def assign_materials(bobj, fem_mat):
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''' Build Blender shader from FreeCAD's FEM material '''
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fem_mat_name = fem_mat['Name']
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if fem_mat_name in bpy.data.materials:
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# prepare for reimport
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if len(bobj.material_slots) < 1:
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bobj.data.materials.append(bpy.data.materials[fem_mat_name])
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else:
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bobj.material_slots[0].material = bpy.data.materials[fem_mat_name]
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else:
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if 'DiffuseColor' in fem_mat.keys():
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d_col_str = fem_mat['DiffuseColor']
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d_col4 = tuple(map(float, d_col_str[1:-1].split(', ')))
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d_col = d_col4[:-1]
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else:
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d_col = (0.5, 0.5, 0.5)
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if 'Father' in fem_mat.keys():
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if fem_mat['Father'] == 'Metal':
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me = 1
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else:
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me = 0
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else:
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me = 0
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if 'Shininess' in fem_mat.keys():
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shiny = float(fem_mat['Shininess'])
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if shiny == 0:
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rg = 0.5
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else:
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rg = shiny_to_rough(shiny)
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else:
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rg = 0.5
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if 'EmissiveColor' in fem_mat.keys():
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e_col_str = fem_mat['EmissiveColor']
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e_col4 = tuple(map(float, e_col_str[1:-1].split(', ')))
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e_col = e_col4[:-1]
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else:
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e_col = (0.0, 0.0, 0.0)
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if 'Transparency' in fem_mat.keys():
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tr_str = fem_mat['Transparency']
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alpha = 1.0 - float(tr_str)
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else:
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alpha = 1.0
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bmat = bpy.data.materials.new(name=fem_mat_name)
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bmat.use_nodes = True
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principled = PrincipledBSDFWrapper(bmat, is_readonly=False)
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principled.base_color = d_col
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principled.metallic = me
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principled.roughness = rg
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principled.emission_color = e_col
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principled.alpha = alpha
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bevel = bmat.node_tree.nodes.new(type="ShaderNodeBevel")
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bevel.location = -300, -300
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bevel.samples = 32
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bevel.inputs[0].default_value = 0.001
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principled_node = bmat.node_tree.nodes["Principled BSDF"]
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bmat.node_tree.links.new(bevel.outputs['Normal'], principled_node.inputs['Normal'])
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# prepare for reimport
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if len(bobj.material_slots) < 1:
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bobj.data.materials.append(bmat)
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else:
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bobj.material_slots[0].material = bmat
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logger.debug('Assign %s to object %s', fem_mat_name, bobj.name)
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return bobj
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def assign_black(bobj):
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''' Set absolute black body shader '''
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fem_mat_name = blackbody_mat_name
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if fem_mat_name in bpy.data.materials:
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# prepare for reimport TODO
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if len(bobj.material_slots) < 1:
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bobj.data.materials.append(bpy.data.materials[fem_mat_name])
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else:
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bobj.material_slots[0].material = bpy.data.materials[fem_mat_name]
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else:
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bmat = bpy.data.materials.new(name=fem_mat_name)
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bmat.use_nodes = True
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bmat.diffuse_color = (0, 0, 0, 1)
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principled = bmat.node_tree.nodes['Principled BSDF']
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principled.inputs['Base Color'].default_value = (0, 0, 0, 1)
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principled.inputs['Specular'].default_value = 0.0
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principled.inputs['Roughness'].default_value = 1.0
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# prepare for reimport
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if len(bobj.material_slots) < 1:
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bobj.data.materials.append(bmat)
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else:
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bobj.material_slots[0].material = bmat
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logger.debug('Assign %s to object %s', fem_mat_name, bobj.name)
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return bobj
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