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nicomacbookpro
2025-08-28 15:10:09 +08:00
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#!/usr/bin/env python3
"""
光路可视化Blender脚本
读取miao_light_path_tsingtao.json文件并使用Blender绘制3D光路模型
使用方法:
blender --background --python light_path_simple.py
输出文件:
- light_path_simple.blend - Blender工程文件
- light_path_simple.glb - Web友好格式
- light_path_simple_render.png - 渲染图像
"""
import bpy
import json
import os
import numpy as np
# 清空场景
bpy.ops.wm.read_factory_settings(use_empty=True)
def load_light_paths(filename):
"""加载光路数据"""
try:
with open(filename, 'r', encoding='utf-8') as f:
data = json.load(f)
print(f"成功加载光路文件: {filename}")
print(f"包含 {len(data)} 条光路")
return data
except Exception as e:
print(f"加载光路文件失败: {e}")
return []
def create_light_path_material(color=(1.0, 0.2, 0.2, 1.0)):
"""创建光路材质"""
mat = bpy.data.materials.new(name="light_path")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# 清除默认节点
nodes.clear()
# 创建发光节点
emission = nodes.new(type='ShaderNodeEmission')
emission.inputs['Color'].default_value = color
emission.inputs['Strength'].default_value = 1.0
# 创建输出节点
output = nodes.new(type='ShaderNodeOutputMaterial')
# 连接节点
links.new(emission.outputs['Emission'], output.inputs['Surface'])
return mat
def create_light_path_curve(points, name="light_path"):
"""创建光路曲线"""
# 创建曲线数据
curve_data = bpy.data.curves.new(name, type='CURVE')
curve_data.dimensions = '3D'
curve_data.resolution_u = 12
curve_data.bevel_depth = 0.02
curve_data.bevel_resolution = 4
# 创建样条线
spline = curve_data.splines.new('POLY')
spline.points.add(len(points) - 1)
# 设置点坐标
for i, point in enumerate(points):
spline.points[i].co = (point[0], point[1], point[2], 1.0)
# 创建曲线对象
curve_obj = bpy.data.objects.new(name, curve_data)
bpy.context.collection.objects.link(curve_obj)
return curve_obj
def create_light_paths(light_paths):
"""创建所有光路"""
objects = []
# 颜色方案
colors = [
(1.0, 0.2, 0.2, 1.0), # 红色
(0.2, 1.0, 0.2, 1.0), # 绿色
(0.2, 0.2, 1.0, 1.0), # 蓝色
(1.0, 1.0, 0.2, 1.0), # 黄色
(1.0, 0.2, 1.0, 1.0), # 紫色
]
for i, path in enumerate(light_paths[len(light_paths):]):
if len(path) < 2:
continue
# 选择颜色
color = colors[i % len(colors)]
# 创建材质
material = create_light_path_material(color)
# 创建光路对象
obj = create_light_path_curve(path, f"light_path_{i}")
# 应用材质
obj.data.materials.append(material)
objects.append(obj)
print(f"创建光路 {i+1}: {len(path)} 个点")
return objects
def setup_scene():
"""设置场景"""
# 添加相机
bpy.ops.object.camera_add(location=(10, -10, 8))
camera = bpy.context.active_object
camera.rotation_euler = (1.0, 0, 0.785)
bpy.context.scene.camera = camera
# 添加灯光
bpy.ops.object.light_add(type='SUN', location=(5, 5, 10))
sun = bpy.context.active_object
sun.data.energy = 2.0
# 设置世界背景
world = bpy.context.scene.world
if world is None:
world = bpy.data.worlds.new("World")
bpy.context.scene.world = world
world.use_nodes = True
bg_node = world.node_tree.nodes['Background']
bg_node.inputs['Color'].default_value = (0.05, 0.05, 0.1, 1.0)
bg_node.inputs['Strength'].default_value = 0.5
def save_files():
"""保存文件"""
try:
# 保存Blender文件
blend_path = os.path.abspath("./light_path_simple.blend")
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
print(f"Blender文件已保存为: {blend_path}")
# 导出GLB文件
glb_path = os.path.abspath("./light_path_simple.glb")
bpy.ops.export_scene.gltf(
filepath=glb_path,
export_materials='EXPORT'
)
print(f"GLB文件已导出为: {glb_path}")
# 渲染图像
scene = bpy.context.scene
scene.render.resolution_x = 1280
scene.render.resolution_y = 720
scene.render.image_settings.file_format = 'PNG'
render_path = os.path.abspath("./light_path_simple_render.png")
scene.render.filepath = render_path
bpy.ops.render.render(write_still=True)
print(f"渲染图像已保存为: {render_path}")
return True
except Exception as e:
print(f"保存文件时出错: {e}")
return False
def main():
"""主函数"""
print("🎨 光学系统光路可视化 - 简化版")
print("=" * 40)
# 加载光路数据
light_paths = load_light_paths("miao_light_path_tsingtao.json")
if not light_paths:
print("❌ 无法加载光路数据")
return
print(f"处理前10条光路...")
# 创建光路对象
light_path_objects = create_light_paths(light_paths)
# 设置场景
setup_scene()
# 保存文件
if save_files():
print("\n🎉 任务完成!")
print(f"成功创建了 {len(light_path_objects)} 条光路")
else:
print("\n❌ 保存文件失败")
if __name__ == "__main__":
main()