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light_path_blender.py
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356
light_path_blender.py
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#!/usr/bin/env python3
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"""
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光路可视化Blender脚本
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读取miao_light_path_tsingtao.json文件并使用Blender绘制3D光路模型
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使用方法:
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1. 在Blender中运行此脚本
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2. 或使用命令行: blender --background --python light_path_blender.py
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输出文件:
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- light_path_model.blend - Blender工程文件
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- light_path_model.glb - Web友好格式
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- light_path_render.png - 渲染图像
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"""
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import bpy
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import json
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import mathutils
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import os
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import bmesh
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import numpy as np
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from mathutils import Vector
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# 清空场景
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bpy.ops.wm.read_factory_settings(use_empty=True)
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# 设置渲染引擎为Cycles(更好的材质渲染)
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bpy.context.scene.render.engine = 'CYCLES'
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def load_light_paths(filename):
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"""加载光路数据"""
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try:
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with open(filename, 'r', encoding='utf-8') as f:
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data = json.load(f)
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print(f"成功加载光路文件: {filename}")
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print(f"包含 {len(data)} 条光路")
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return data
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except Exception as e:
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print(f"加载光路文件失败: {e}")
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return []
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def create_light_path_material(color=(1.0, 0.2, 0.2, 1.0), emission_strength=0.5):
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"""创建光路材质"""
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mat = bpy.data.materials.new(name="light_path")
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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links = mat.node_tree.links
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# 清除默认节点
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nodes.clear()
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# 创建发光节点
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emission = nodes.new(type='ShaderNodeEmission')
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emission.inputs['Color'].default_value = color
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emission.inputs['Strength'].default_value = emission_strength
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# 创建输出节点
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output = nodes.new(type='ShaderNodeOutputMaterial')
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# 连接节点
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links.new(emission.outputs['Emission'], output.inputs['Surface'])
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return mat
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def create_light_path_curve(points, name="light_path"):
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"""创建光路曲线"""
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# 创建曲线数据
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curve_data = bpy.data.curves.new(name, type='CURVE')
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curve_data.dimensions = '3D'
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curve_data.resolution_u = 12
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curve_data.bevel_depth = 0.02 # 光路粗细
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curve_data.bevel_resolution = 4
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# 创建样条线
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spline = curve_data.splines.new('POLY')
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spline.points.add(len(points) - 1)
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# 设置点坐标
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for i, point in enumerate(points):
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spline.points[i].co = (point[0], point[1], point[2], 1.0)
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# 创建曲线对象
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curve_obj = bpy.data.objects.new(name, curve_data)
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bpy.context.collection.objects.link(curve_obj)
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return curve_obj
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def create_light_path_mesh(points, name="light_path"):
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"""创建光路网格(圆柱体连接)"""
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# 创建网格数据
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mesh_data = bpy.data.meshes.new(name)
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mesh_obj = bpy.data.objects.new(name, mesh_data)
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bpy.context.collection.objects.link(mesh_obj)
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# 创建bmesh
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bm = bmesh.new()
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# 为每段光路创建圆柱体
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for i in range(len(points) - 1):
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start_point = Vector(points[i])
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end_point = Vector(points[i + 1])
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# 计算圆柱体参数
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direction = (end_point - start_point).normalized()
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length = (end_point - start_point).length
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radius = 0.02 # 光路半径
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# 创建圆柱体
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bmesh.ops.create_cone(
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bm,
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segments=8,
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diameter1=radius,
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diameter2=radius,
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depth=length
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)
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# 获取刚创建的圆柱体
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cylinder_verts = [v for v in bm.verts if v.select]
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cylinder_faces = [f for f in bm.faces if f.select]
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# 取消选择
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for v in cylinder_verts:
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v.select = False
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for f in cylinder_faces:
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f.select = False
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# 计算旋转
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up = Vector((0, 0, 1))
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if abs(direction.dot(up)) > 0.99:
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up = Vector((0, 1, 0))
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rotation = direction.rotation_difference(up)
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# 应用变换
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center = (start_point + end_point) / 2
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for v in cylinder_verts:
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v.co = rotation @ v.co + center
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# 转换为网格
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bm.to_mesh(mesh_data)
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bm.free()
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return mesh_obj
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def create_light_path_objects(light_paths):
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"""创建所有光路对象"""
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objects = []
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# 创建材质
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base_colors = [
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(1.0, 0.2, 0.2, 1.0), # 红色
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(0.2, 1.0, 0.2, 1.0), # 绿色
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(0.2, 0.2, 1.0, 1.0), # 蓝色
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(1.0, 1.0, 0.2, 1.0), # 黄色
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(1.0, 0.2, 1.0, 1.0), # 紫色
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(0.2, 1.0, 1.0, 1.0), # 青色
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(1.0, 0.5, 0.2, 1.0), # 橙色
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(0.5, 0.2, 1.0, 1.0), # 紫罗兰
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]
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for i, path in enumerate(light_paths):
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if len(path) < 2:
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continue
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# 选择颜色
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color = base_colors[i % len(base_colors)]
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# 创建材质
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material = create_light_path_material(color, emission_strength=0.3)
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# 创建光路对象(使用曲线)
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obj = create_light_path_curve(path, f"light_path_{i}")
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# 应用材质
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obj.data.materials.append(material)
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objects.append(obj)
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print(f"创建光路 {i+1}: {len(path)} 个点")
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return objects
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def setup_scene():
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"""设置场景(相机、灯光等)"""
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# 添加相机
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bpy.ops.object.camera_add(location=(10, -10, 8))
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camera = bpy.context.active_object
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camera.rotation_euler = (1.0, 0, 0.785)
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bpy.context.scene.camera = camera
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# 添加主灯光
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bpy.ops.object.light_add(type='SUN', location=(5, 5, 10))
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sun = bpy.context.active_object
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sun.data.energy = 2.0
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# 添加环境光
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bpy.ops.object.light_add(type='AREA', location=(-5, -5, 8))
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area = bpy.context.active_object
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area.data.energy = 30.0
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area.data.size = 8.0
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# 设置世界背景为深色
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world = bpy.context.scene.world
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world.use_nodes = True
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bg_node = world.node_tree.nodes['Background']
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bg_node.inputs['Color'].default_value = (0.05, 0.05, 0.1, 1.0)
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bg_node.inputs['Strength'].default_value = 0.5
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def calculate_bounds(light_paths):
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"""计算光路的边界框"""
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if not light_paths:
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return None
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all_points = []
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for path in light_paths:
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all_points.extend(path)
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all_points = np.array(all_points)
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min_coords = all_points.min(axis=0)
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max_coords = all_points.max(axis=0)
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return min_coords, max_coords
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def adjust_camera_to_bounds(min_coords, max_coords):
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"""根据边界调整相机位置"""
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center = (min_coords + max_coords) / 2
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size = max_coords - min_coords
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max_size = max(size)
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# 计算相机距离
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distance = max_size * 2.5
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# 设置相机位置
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camera = bpy.context.scene.camera
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camera.location = center + Vector((distance, -distance, distance * 0.8))
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# 让相机看向中心
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direction = center - camera.location
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rot_quat = direction.to_track_quat('-Z', 'Y')
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camera.rotation_euler = rot_quat.to_euler()
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def export_model(objects):
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"""导出模型"""
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if not objects:
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print("警告:没有创建任何对象,跳过导出")
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return
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# 选择所有光路对象
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bpy.ops.object.select_all(action='DESELECT')
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for obj in objects:
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if obj and obj.name in bpy.data.objects:
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obj.select_set(True)
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try:
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# 导出为GLB格式
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glb_path = os.path.abspath("./light_path_model.glb")
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bpy.ops.export_scene.gltf(
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filepath=glb_path,
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use_selection=True,
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export_materials='EXPORT',
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export_lights=True
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)
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print(f"模型已导出为: {glb_path}")
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except Exception as e:
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print(f"GLB导出失败: {e}")
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try:
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# 保存Blender文件
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blend_path = os.path.abspath("./light_path_model.blend")
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bpy.ops.wm.save_as_mainfile(filepath=blend_path)
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print(f"Blender文件已保存为: {blend_path}")
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except Exception as e:
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print(f"Blender文件保存失败: {e}")
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def render_image():
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"""渲染图像"""
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try:
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# 设置渲染参数
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scene = bpy.context.scene
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scene.render.resolution_x = 1920
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scene.render.resolution_y = 1080
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scene.render.image_settings.file_format = 'PNG'
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scene.render.film_transparent = False
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render_path = os.path.abspath("./light_path_render.png")
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scene.render.filepath = render_path
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print(f"开始渲染到: {render_path}")
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bpy.ops.render.render(write_still=True)
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print(f"渲染图像已保存为: {render_path}")
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except Exception as e:
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print(f"渲染失败: {e}")
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import traceback
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traceback.print_exc()
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def main():
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"""主函数"""
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print("🎨 光学系统光路可视化")
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print("=" * 40)
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# 加载光路数据
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light_paths = load_light_paths("miao_light_path_tsingtao.json")
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if not light_paths:
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print("❌ 无法加载光路数据")
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return
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# 分析数据
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print(f"\n=== 光路数据分析 ===")
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print(f"总光路数量: {len(light_paths)}")
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# 统计每条光路的点数
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path_lengths = [len(path) for path in light_paths]
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print(f"光路点数统计:")
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print(f" 最少点数: {min(path_lengths)}")
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print(f" 最多点数: {max(path_lengths)}")
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print(f" 平均点数: {np.mean(path_lengths):.2f}")
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# 计算边界
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bounds = calculate_bounds(light_paths)
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if bounds:
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min_coords, max_coords = bounds
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print(f"\n坐标范围:")
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print(f" X: [{min_coords[0]:.3f}, {max_coords[0]:.3f}]")
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print(f" Y: [{min_coords[1]:.3f}, {max_coords[1]:.3f}]")
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print(f" Z: [{min_coords[2]:.3f}, {max_coords[2]:.3f}]")
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# 创建光路对象
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print(f"\n正在创建光路对象...")
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light_path_objects = create_light_path_objects(light_paths)
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# 设置场景
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print("正在设置场景...")
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setup_scene()
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# 调整相机
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if bounds:
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adjust_camera_to_bounds(bounds[0], bounds[1])
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# 导出模型
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print("正在导出模型...")
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export_model(light_path_objects)
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# 渲染图像
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print("正在渲染图像...")
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render_image()
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print("\n🎉 任务完成!")
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print("\n生成的文件:")
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print("- light_path_model.blend: Blender工程文件")
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print("- light_path_model.glb: Web友好格式")
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print("- light_path_render.png: 渲染图像")
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print(f"\n成功创建了 {len(light_path_objects)} 条光路")
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if __name__ == "__main__":
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main()
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