顶点Path
仿照Qt中的PainterPath,实现顶点Path,用来绘制图形。
# 基本接口
class VertexPath:
def begin_path(self, pos = None, path_attr = PathAttr()):
def new_path(self, pos = None, path_attr = PathAttr()):
def end_path(self, pos = None):
def move_to(self, pos):
def quad_to(self, ctr_point, end_pos, samples = 16):
def cubic_to(self, ctr_point1, ctr_point2, end_pos, samples=32):
def circle_to(self, center, normal, radius, samples = 32, rot_offset_deg=0):
def arc_to(self, center, normal, angle_deg, samples = 32, bin=None, start = None):
def rect_to(self, center, width, height, h_axis, normal=None):
def rounded_rect_to(self, center, width, height, h_axis, normal=None, radii=(0.2,), samples = 8):
def polygon_to(self, points):
def ellipse_to(self, center, width, height, h_axis, normal=None, samples=64):
# 完整代码
######## Util ########
def vec_mul(v1, v2):
return Vector(x * y for x, y in zip(v1, v2))
def rotation_between(v1, v2, normal=None):
ang = math.degrees(v1.angle(v2))
if normal is not None and abs(ang-180) < 0.0001:
return Quaternion(normal, math.radians(ang))
return v1.rotation_difference(v2)
######## Util ########
class VertexPath:
class PathAttr:
def __init__(self, closed = True):
self.closed = closed
def __init__(self):
self.direction = None
self.pos = None
self.vert_series = VertexSeries()
self.cur_verts = []
self.began = False
self.path_attrs = []
def begin_path(self, pos = None, path_attr = PathAttr()):
if self.began:
print('path already began')
return
self.began = True
self.vert_series.add_verts(self.cur_verts)
if pos is not None:
self.move_to(pos)
self.path_attrs.append(path_attr)
return self
def new_path(self, pos = None, path_attr = PathAttr()):
self.end_path()
self.begin_path(pos, path_attr)
return self
def end_path(self, pos = None):
if not self.began:
print('path has not began yet')
return
if pos is not None:
self.move_to(pos)
self.began = False
self.cur_verts = []
return self
def ensure_began(self):
if not self.began:
print('path has not began yet')
return False
return True
def update_pos(self, pos):
last_pos = self.pos
self.pos = pos
if last_pos is not None:
self.direction = (Vector(self.pos) - Vector(last_pos)).normalized().to_tuple()
def move_to(self, pos):
if not self.ensure_began():
return
assert pos is not None
self.cur_verts.append(pos)
self.update_pos(pos)
return self
def quad_to(self, ctr_point, end_pos, samples = 16):
if not self.ensure_began():
return
if self.pos is None:
self.update_pos( (0, 0, 0) )
delta_t = 1.0 / (samples-1)
for i in range(samples):
t = delta_t * i
sample = (1-t)*(1-t)*Vector(self.pos) \
+ 2* t * (1-t) * Vector(ctr_point) \
+ t * t * Vector(end_pos)
self.cur_verts.append(sample.to_tuple())
if i == samples - 1:
self.update_pos(sample.to_tuple())
return self
def cubic_to(self, ctr_point1, ctr_point2, end_pos, samples=32):
if not self.ensure_began():
return
if self.pos is None:
self.update_pos( (0, 0, 0) )
delta_t = 1.0 / (samples-1)
for i in range(samples):
t = delta_t * i
sample = (1-t)*(1-t)*(1-t)*Vector(self.pos) \
+ 3 * (1-t)*(1-t)*t*Vector(ctr_point1) \
+ 3 * (1-t)*t*t*Vector(ctr_point2) \
+ t * t * t * Vector(end_pos)
self.cur_verts.append(sample.to_tuple())
if i == samples - 1:
self.update_pos(sample.to_tuple())
return self
def circle_to(self, center, normal, radius, samples = 32, rot_offset_deg=0):
if not self.ensure_began():
return
assert samples >= 3
delta_deg = 360 / samples
z = Vector( normal ).normalized()
from_z = Vector( (0,0,1) )
z_diff = from_z.rotation_difference(z)
x = z_diff * Vector( (1, 0, 0) )
y = z_diff * Vector( (0, 1, 0) )
transform = Matrix( [x, y, z, center] )
# proj to plane
ini_vec = Vector( (1, 0, 0) ) * radius
for i in range(samples):
deg = delta_deg * i + rot_offset_deg
rad = math.radians(deg)
q = Quaternion( Vector( (0, 0, 1) ), rad )
vec = q * ini_vec
p = (vec * transform).to_tuple()
self.cur_verts.append( p )
if i == samples - 2:
self.pos = p
elif i == samples - 1:
self.update_pos(p)
return self
def arc_to(self, center, normal, angle_deg, samples = 32, bin=None, start = None):
if not self.ensure_began():
return
assert self.pos is not None
ini_vec = Vector( self.pos if start is None else start) - Vector( center )
delta_deg = angle_deg / samples
for i in range(1, samples):
deg = delta_deg * i
rad = math.radians(deg)
q = Quaternion( normal, rad )
vec = q * ini_vec
p = (Vector( center ) + vec).to_tuple()
if bin is not None:
bin.append( p )
else:
self.cur_verts.append( p )
if i == samples - 2:
self.pos = p
elif i == samples - 1:
self.update_pos(p)
return self
def rect_to(self, center, width, height, h_axis, normal=None):
center = Vector( center )
left_top = Vector( (-width/2, -height/2, 0) )
right_top = Vector( (width/2, -height/2, 0) )
right_down = Vector( (width/2, height/2, 0) )
left_down = Vector( (-width/2, height/2, 0) )
y = Vector( h_axis ).normalized()
from_y = Vector( (0, 1, 0) )
#q_diff = from_y.rotation_difference(y)
q_diff = rotation_between(from_y, y, normal)
x = q_diff * Vector( (1, 0, 0) ).normalized()
z = q_diff * Vector( (0, 0, 1) ).normalized()
transform = Matrix( [x, y, z, center] )
left_top = left_top * transform
right_top = right_top * transform
right_down = right_down * transform
left_down = left_down * transform
self.cur_verts += [left_top, right_top, right_down, left_down]
return self
def rounded_rect_to(self, center, width, height, h_axis, normal=None, radii=(0.2,), samples = 8):
center = Vector( center )
left_top = Vector( (-width/2, -height/2, 0) )
right_top = Vector( (width/2, -height/2, 0) )
right_down = Vector( (width/2, height/2, 0) )
left_down = Vector( (-width/2, height/2, 0) )
if len(radii) == 1:
radii += radii
radii += radii
else:
while len(radii) != 4:
radii += 0,
min_edge = min(width, height) / 2
threshold = 0.001
tmp_center = None
tmp_verts = []
starts = [left_top + Vector( (0, min_edge * radii[0], 0) ),
right_top + Vector( (-min_edge * radii[1], 0, 0) ),
right_down + Vector( (0, -min_edge * radii[2], 0) ),
left_down + Vector( (min_edge * radii[3], 0, 0) )
]
tmp_center_diffs = [ Vector( (min_edge * radii[0], 0, 0) ),
Vector( (0, min_edge * radii[1], 0) ),
Vector( (-min_edge * radii[2], 0, 0) ),
Vector( (0, -min_edge * radii[3], 0) )
]
for i in range(4):
start = starts[i]
tmp_verts.append(start)
if radii[i] > threshold:
tmp_center = start + tmp_center_diffs[i]
self.arc_to(start=start, bin=tmp_verts, normal=(0, 0, 1), center=tmp_center, angle_deg=90, samples=samples)
y = Vector( h_axis ).normalized()
from_y = Vector( (0, 1, 0) )
#q_diff = from_y.rotation_difference(y)
q_diff = rotation_between(from_y, y)
x = q_diff * Vector( (1, 0, 0) ).normalized()
z = q_diff * Vector( (0, 0, 1) ).normalized()
transform = Matrix( [x, y, z, center] )
for i in range(len(tmp_verts)):
self.cur_verts.append( Vector( tmp_verts[i] ) * transform )
return self
def polygon_to(self, points):
if not self.ensure_began():
return
for p in points:
self.move_to(p)
return self
def ellipse_to(self, center, width, height, h_axis, normal=None, samples=64):
if not self.ensure_began():
return
assert samples >= 3
delta_deg = 360 / samples
tmp_verts = []
for i in range(samples):
deg = delta_deg * i
rad = math.radians(deg)
q = Quaternion( (0, 0, 1), rad )
vec = vec_mul( q * Vector( (0, height/2, 0) ), Vector( (width / height,1,1) ))
p = Vector( center ) + vec
tmp_verts.append(p)
y = Vector( h_axis ).normalized()
from_y = Vector( (0, 1, 0) )
q_diff = rotation_between(from_y,y, normal)
x = q_diff * Vector( (1, 0, 0) ).normalized()
z = q_diff * Vector( (0, 0, 1) ).normalized()
transform = Matrix( [x, y, z, center] )
for i in range(samples):
p = (transform * tmp_verts[i]).xyz.to_tuple()
self.cur_verts.append( p )
if i == samples - 2:
self.pos = p
elif i == samples - 1:
self.update_pos(p)
return self
用法
import bpy
import math
import random
from mathutils import Quaternion
from mathutils import Vector
from mathutils import Matrix
# select all
bpy.ops.object.select_all(action='SELECT')
# delete selected
bpy.ops.object.delete(use_global=False)
# 由顶点数组构成的序列
class VertexSeries:
def __init__(self):
self.verts = []
# 由顶点数组序列生成面数组
def create_verts_and_faces(self):
verts = []
faces = []
now_index = 0
for i in range(len(self.verts)):
now_verts = self.verts[i]
verts += now_verts
if i > 0:
last_verts = self.verts[i-1]
last_index = now_index - len(last_verts)
for i in range(0, len(last_verts) - 1):
last_i = last_index + i
now_i = now_index + i
face = (last_i, last_i+1, now_i+1, now_i)
faces.append(face)
now_index += len(now_verts)
return (verts, faces)
def create_verts_and_edges(self, path_attrs):
verts = []
edges = []
now_index = 0
for i in range(len(self.verts)):
now_verts = self.verts[i]
verts += now_verts
first_index = now_index
for j in range(len(now_verts)):
if j > 0:
edges.append( (now_index-1 , now_index) )
now_index += 1
if path_attrs[i].closed:
edges.append( (now_index - 1, first_index) )
return (verts, edges)
# 向序列中加入顶点数组
def add_verts(self, verts):
self.verts.append(verts)
######## Util ########
# ....
######## Util ########
class VertexPath:
# ....
def create_obj(mesh):
meshobj = bpy.data.objects.new('object', mesh)
bpy.context.scene.objects.link(meshobj)
path = VertexPath()
# 绘制八卦
def draw_gua(path, radius = 2):
def draw_part_gua(path, gua, is_positive, center, orientation, width, height):
if not is_positive:
path.new_path().rect_to(center, width, height, orientation, normal=(0,0,1))
else:
gap = 0.15 * width
width = (width-gap)/2
direction = Vector( (orientation[1], -orientation[0], orientation[2]) ).normalized()
center_left = center + direction * ((width+gap)/2)
center_right = center - direction * ((width+gap)/2)
path.new_path().rect_to(center_left, width, height, orientation, normal=(0,0,1))
path.new_path().rect_to(center_right, width, height, orientation, normal=(0,0,1))
gua_table = [0b000, 0b100, 0b101, 0b110, 0b111, 0b011, 0b010, 0b001]
ini_vec = Vector( (0, 1, 0) )
width = 0.9
height = 0.2
for index, gua in enumerate(gua_table):
rad = math.radians( index * (360/8) )
q = Quaternion( Vector( (0, 0, 1) ), rad)
direction = (q * ini_vec)
center = direction * radius
draw_part_gua(path, gua, gua & 0b100, center, direction, width, height)
center = center + direction * height * 1.4
draw_part_gua(path, gua, gua & 0b010, center, direction, width, height)
center = center + direction * height * 1.4
draw_part_gua(path, gua, gua & 0b001, center, direction, width, height)
path.begin_path()\
.circle_to(center=(0,0,0), radius=1.3,normal=(0,0,1), samples=64)\
.new_path()\
.circle_to(center=(0.55,0.6, 0), radius=0.1, normal=(0,0,1))\
.new_path()\
.circle_to(center=(-0.55,-0.6, 0), radius=0.1, normal=(0,0,1))\
.new_path(pos=(0,1.3,0),path_attr=VertexPath.PathAttr(closed=False))\
.cubic_to(ctr_point1=(-1.1, 0.3, 0), ctr_point2=(1.1, -0.3, 0), end_pos=(0,-1.3,0), samples=64)\
draw_gua(path)
path.new_path()\
.circle_to(center=(0,0,0), radius=3.2, normal=(0,0,1), samples=8, rot_offset_deg=22.5)\
.new_path()\
.circle_to(center=(0,0,0), radius=3.4, normal=(0,0,1), samples=8, rot_offset_deg=22.5)
path.end_path()
# 绘制完成,创建mesh
verts_and_edges = path.vert_series.create_verts_and_edges(path.path_attrs)
mesh = bpy.data.meshes.new('mesh')
mesh.from_pydata(verts_and_edges[0],verts_and_edges[1], [])
mesh.update()
meshobj = bpy.data.objects.new('object', mesh)
bpy.context.scene.objects.link(meshobj)
效果

本文介绍了如何在Blender中使用Python代码创建顶点Path,仿照Qt的PainterPath来绘制3D图形。通过学习,你可以掌握利用Python在Blender中进行3D建模的基本技巧,实现各种形状的绘制。

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