559 lines
19 KiB
Python
559 lines
19 KiB
Python
#!/usr/bin/env python3
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"""
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融合光学系统脚本
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将光学系统几何体和光路可视化合并到一个场景中
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使用方法:
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blender --background --python fused_optical_system.py -- [optical_json_path] [light_path_json_path]
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输出文件:
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- fused_optical_system.blend - Blender工程文件
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- fused_optical_system.glb - Web友好格式
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- fused_optical_system_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 sys
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import numpy as np
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# 获取命令行参数
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def get_json_paths():
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"""从命令行参数获取JSON文件路径"""
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optical_json = "./e8caffb4622e03b1495bbc1ed13fce13.json"
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light_path_json = "./miao_light_path_tsingtao.json"
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if len(sys.argv) > 5: # Blender传递的参数格式: blender --background --python script.py -- optical_json light_path_json
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# 查找 -- 分隔符后的参数
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for i, arg in enumerate(sys.argv):
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if arg == "--" and i + 1 < len(sys.argv):
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if i + 2 < len(sys.argv):
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optical_json = sys.argv[i + 1]
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light_path_json = sys.argv[i + 2]
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else:
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optical_json = sys.argv[i + 1]
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break
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return optical_json, light_path_json
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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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# 获取JSON文件路径
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optical_json_path, light_path_json_path = get_json_paths()
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print(f"光学系统JSON文件:{optical_json_path}")
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print(f"光路JSON文件:{light_path_json_path}")
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# ==================== 光学系统几何体部分 ====================
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def create_metal_material():
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"""创建金属材质"""
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mat = bpy.data.materials.new(name="metal")
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes["Principled BSDF"]
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bsdf.inputs["Metallic"].default_value = 1.0
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bsdf.inputs["Roughness"].default_value = 0.2
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bsdf.inputs["Base Color"].default_value = (0.8, 0.8, 0.9, 1.0) # 淡蓝色金属
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return mat
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def create_nothing_material():
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"""创建透明材质(用于 nothing)"""
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mat = bpy.data.materials.new(name="nothing")
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes["Principled BSDF"]
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bsdf.inputs["Alpha"].default_value = 0.1
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bsdf.inputs["Base Color"].default_value = (1.0, 1.0, 1.0, 0.1)
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mat.blend_method = 'BLEND'
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mat.show_transparent_back = False
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return mat
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def create_emissive_material():
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"""创建发光材质(用于特殊对象)"""
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mat = bpy.data.materials.new(name="emissive")
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes["Principled BSDF"]
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try:
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if "Emission" in bsdf.inputs:
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bsdf.inputs["Emission"].default_value = (1.0, 0.8, 0.2, 1.0)
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elif "Emission Color" in bsdf.inputs:
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bsdf.inputs["Emission Color"].default_value = (1.0, 0.8, 0.2, 1.0)
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if "Emission Strength" in bsdf.inputs:
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bsdf.inputs["Emission Strength"].default_value = 2.0
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else:
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# 备用方案:使用较亮的基础颜色
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bsdf.inputs["Base Color"].default_value = (1.0, 0.8, 0.2, 1.0)
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except Exception as e:
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print(f"设置发光材质时出错: {e}")
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# 备用方案:创建简单的明亮材质
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bsdf.inputs["Base Color"].default_value = (1.0, 0.8, 0.2, 1.0)
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bsdf.inputs["Roughness"].default_value = 0.1
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return mat
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def create_parabolic_surface(face_f, size=1.0, resolution=32):
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"""创建更精确的抛物面"""
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bm = bmesh.new()
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# 创建抛物面网格
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for i in range(resolution):
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for j in range(resolution):
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u = (i / (resolution - 1) - 0.5) * size
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v = (j / (resolution - 1) - 0.5) * size
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# 抛物面方程: z = (u^2 + v^2) / (4*f)
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if face_f > 0 and face_f < 1e9: # 避免除零和无限大
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z = (u*u + v*v) / (4 * face_f)
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else:
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z = 0
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bm.verts.new((u, v, z))
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bm.verts.ensure_lookup_table()
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# 创建面
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for i in range(resolution - 1):
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for j in range(resolution - 1):
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v1 = i * resolution + j
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v2 = i * resolution + j + 1
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v3 = (i + 1) * resolution + j + 1
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v4 = (i + 1) * resolution + j
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bm.faces.new([bm.verts[v1], bm.verts[v2], bm.verts[v3], bm.verts[v4]])
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# 创建网格对象
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mesh = bpy.data.meshes.new("parabolic_surface")
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bm.to_mesh(mesh)
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bm.free()
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obj = bpy.data.objects.new("parabolic_surface", mesh)
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bpy.context.collection.objects.link(obj)
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return obj
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def create_hyperbolic_surface(face_f, face_g, size=1.0, resolution=32):
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"""创建双曲面"""
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bm = bmesh.new()
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# 创建双曲面网格
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for i in range(resolution):
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for j in range(resolution):
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u = (i / (resolution - 1) - 0.5) * size
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v = (j / (resolution - 1) - 0.5) * size
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# 双曲面方程: z^2/f^2 - (u^2 + v^2)/g^2 = 1
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if abs(face_g) > 0.1 and abs(face_f) > 0.1:
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try:
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z_squared = face_f * face_f * (1 + (u*u + v*v) / (face_g * face_g))
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if z_squared >= 0:
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z = (face_f if face_f > 0 else -face_f) * (z_squared ** 0.5)
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else:
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z = 0
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except:
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z = 0
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else:
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z = 0
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bm.verts.new((u, v, z))
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bm.verts.ensure_lookup_table()
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# 创建面
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for i in range(resolution - 1):
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for j in range(resolution - 1):
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v1 = i * resolution + j
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v2 = i * resolution + j + 1
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v3 = (i + 1) * resolution + j + 1
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v4 = (i + 1) * resolution + j
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bm.faces.new([bm.verts[v1], bm.verts[v2], bm.verts[v3], bm.verts[v4]])
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mesh = bpy.data.meshes.new("hyperbolic_surface")
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bm.to_mesh(mesh)
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bm.free()
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obj = bpy.data.objects.new("hyperbolic_surface", mesh)
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bpy.context.collection.objects.link(obj)
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return obj
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def create_geometry(obj_data):
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"""根据面类型创建物体"""
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face_geom = obj_data.get("face_geometry", "plane")
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face_type = obj_data.get("face_type", "")
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name = obj_data.get("name", "noname")
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pos = obj_data["p"]
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quat = obj_data["q"]
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material_name = obj_data.get("draw_material", "metal")
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face_f = obj_data.get("face_f", 1.0)
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face_g = obj_data.get("face_g", 1.0)
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print(f"创建光学对象: {name} ({face_geom})")
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mesh = None
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try:
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if face_geom == "plane":
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# 创建圆形平面而不是方形
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bpy.ops.mesh.primitive_circle_add(vertices=32, radius=0.5)
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mesh = bpy.context.active_object
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# 填充圆形
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.edge_face_add()
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bpy.ops.object.mode_set(mode='OBJECT')
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elif face_geom == "circle":
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# 创建圆形平面
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bpy.ops.mesh.primitive_circle_add(vertices=32, radius=0.5)
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mesh = bpy.context.active_object
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# 填充圆形
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.edge_face_add()
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bpy.ops.object.mode_set(mode='OBJECT')
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elif face_geom == "parabola":
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if face_f < 1e9 and face_f > 0.1: # 使用精确抛物面
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mesh = create_parabolic_surface(face_f)
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else: # 使用简化圆锥
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bpy.ops.mesh.primitive_cone_add(vertices=32, radius1=0.75, radius2=0.05, depth=1.0)
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mesh = bpy.context.active_object
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elif face_geom == "hyperbola":
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if abs(face_f) > 0.1 and abs(face_g) > 0.1: # 使用精确双曲面
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mesh = create_hyperbolic_surface(face_f, face_g)
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else: # 使用简化环面
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bpy.ops.mesh.primitive_torus_add(major_radius=0.5, minor_radius=0.15)
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mesh = bpy.context.active_object
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else:
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# 默认立方体
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bpy.ops.mesh.primitive_cube_add(size=0.5)
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mesh = bpy.context.active_object
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except Exception as e:
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print(f"创建几何体时出错: {e}")
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# 备用:创建简单立方体
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bpy.ops.mesh.primitive_cube_add(size=0.25)
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mesh = bpy.context.active_object
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# 设置对象属性
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mesh.name = name
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mesh.location = pos
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mesh.rotation_mode = 'QUATERNION'
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mesh.rotation_quaternion = mathutils.Quaternion(quat)
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# 设置材质
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if material_name == "metal":
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mesh.data.materials.append(metal_mat)
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elif material_name == "nothing":
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mesh.data.materials.append(nothing_mat)
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else:
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mesh.data.materials.append(emissive_mat)
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return mesh
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# ==================== 光路可视化部分 ====================
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def create_light_path_material(color=(1.0, 0.2, 0.2, 1.0)):
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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 = 2.0 # 增强发光强度
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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 = 0.03 # 稍微增加厚度
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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_paths(light_paths):
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"""创建所有光路"""
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objects = []
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# 颜色方案
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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, 0.6, 0.2, 1.0), # 橙色
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(0.8, 0.2, 0.8, 1.0), # 粉色
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]
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# 限制光路数量以避免场景过于复杂
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max_paths = min(20, len(light_paths))
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print(f"创建前 {max_paths} 条光路(总共 {len(light_paths)} 条)")
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for i, path in enumerate(light_paths[:max_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 = colors[i % len(colors)]
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# 创建材质
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material = create_light_path_material(color)
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# 创建光路对象
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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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# ==================== 主程序 ====================
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def load_optical_system_data(json_path):
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"""加载光学系统数据"""
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try:
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with open(json_path, 'r', encoding='utf-8') as f:
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data = json.load(f)
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print(f"✅ 成功加载光学系统JSON文件:{json_path}")
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print(f"包含 {len(data['children'])} 个光学对象")
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return data
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except FileNotFoundError:
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print(f"❌ 错误:找不到光学系统JSON文件 {json_path}")
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return None
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except json.JSONDecodeError as e:
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print(f"❌ 错误:光学系统JSON文件格式错误 {e}")
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return None
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except Exception as e:
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print(f"❌ 错误:加载光学系统JSON文件时出错 {e}")
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return None
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def load_light_path_data(json_path):
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"""加载光路数据"""
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try:
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with open(json_path, '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JSON文件:{json_path}")
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print(f"包含 {len(data)} 条光路")
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return data
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except FileNotFoundError:
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print(f"❌ 错误:找不到光路JSON文件 {json_path}")
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return None
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except json.JSONDecodeError as e:
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print(f"❌ 错误:光路JSON文件格式错误 {e}")
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return None
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except Exception as e:
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print(f"❌ 错误:加载光路JSON文件时出错 {e}")
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return None
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def setup_scene():
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"""设置场景"""
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# 添加相机
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bpy.ops.object.camera_add(location=(20, -20, 15))
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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=(10, 10, 20))
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sun = bpy.context.active_object
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sun.data.energy = 3.0
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# 添加环境光
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bpy.ops.object.light_add(type='AREA', location=(-10, -10, 15))
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area = bpy.context.active_object
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area.data.energy = 100.0
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area.data.size = 15.0
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# 设置世界背景
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world = bpy.context.scene.world
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if world is None:
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world = bpy.data.worlds.new("World")
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bpy.context.scene.world = 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 = (0.02, 0.02, 0.05, 1.0) # 深蓝色背景
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bg_node.inputs['Strength'].default_value = 0.3
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def export_model(optical_objects, light_path_objects):
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"""导出模型"""
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print(f"准备导出 {len(optical_objects)} 个光学对象和 {len(light_path_objects)} 条光路...")
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all_objects = optical_objects + light_path_objects
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if not all_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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# 选择所有创建的对象
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bpy.ops.object.select_all(action='DESELECT')
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for obj in all_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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print(f"已选择对象: {obj.name}")
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try:
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# 导出为OBJ格式
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obj_path = os.path.abspath("./fused_optical_system.obj")
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bpy.ops.export_scene.obj(filepath=obj_path, use_selection=True, use_materials=True)
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print(f"模型已导出为: {obj_path}")
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except Exception as e:
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print(f"OBJ导出失败: {e}")
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try:
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# 导出为GLB格式(适合web展示)
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glb_path = os.path.abspath("./fused_optical_system.glb")
|
||
bpy.ops.export_scene.gltf(filepath=glb_path, use_selection=True, export_materials='EXPORT')
|
||
print(f"模型已导出为: {glb_path}")
|
||
except Exception as e:
|
||
print(f"GLB导出失败: {e}")
|
||
|
||
try:
|
||
# 保存Blender文件
|
||
blend_path = os.path.abspath("./fused_optical_system.blend")
|
||
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
|
||
print(f"Blender文件已保存为: {blend_path}")
|
||
except Exception as e:
|
||
print(f"Blender文件保存失败: {e}")
|
||
|
||
def render_image():
|
||
"""渲染图像"""
|
||
try:
|
||
render_path = os.path.abspath("./fused_optical_system_render.png")
|
||
scene = bpy.context.scene
|
||
scene.render.filepath = render_path
|
||
scene.render.resolution_x = 1920
|
||
scene.render.resolution_y = 1080
|
||
scene.render.image_settings.file_format = 'PNG'
|
||
|
||
print(f"开始渲染到: {render_path}")
|
||
bpy.ops.render.render(write_still=True)
|
||
print(f"渲染图像已保存为: {render_path}")
|
||
except Exception as e:
|
||
print(f"渲染失败: {e}")
|
||
import traceback
|
||
traceback.print_exc()
|
||
|
||
def main():
|
||
"""主函数"""
|
||
print("🎨 融合光学系统脚本 - 几何体 + 光路可视化")
|
||
print("=" * 50)
|
||
|
||
# 创建材质
|
||
global metal_mat, nothing_mat, emissive_mat
|
||
metal_mat = create_metal_material()
|
||
nothing_mat = create_nothing_material()
|
||
emissive_mat = create_emissive_material()
|
||
|
||
# 加载光学系统数据
|
||
optical_data = load_optical_system_data(optical_json_path)
|
||
if not optical_data:
|
||
print("❌ 无法加载光学系统数据,退出")
|
||
return
|
||
|
||
# 加载光路数据
|
||
light_path_data = load_light_path_data(light_path_json_path)
|
||
if not light_path_data:
|
||
print("❌ 无法加载光路数据,退出")
|
||
return
|
||
|
||
# 创建集合来组织对象
|
||
optical_collection = bpy.data.collections.new("OpticalSystem")
|
||
light_path_collection = bpy.data.collections.new("LightPaths")
|
||
bpy.context.scene.collection.children.link(optical_collection)
|
||
bpy.context.scene.collection.children.link(light_path_collection)
|
||
|
||
# 创建光学系统几何体
|
||
print("\n🔧 创建光学系统几何体...")
|
||
optical_objects = []
|
||
for i, child in enumerate(optical_data["children"]):
|
||
try:
|
||
obj = create_geometry(child)
|
||
optical_objects.append(obj)
|
||
|
||
# 将对象移动到专用集合
|
||
bpy.context.collection.objects.unlink(obj)
|
||
optical_collection.objects.link(obj)
|
||
|
||
except Exception as e:
|
||
print(f"创建光学对象 {i} 时出错: {e}")
|
||
|
||
print(f"成功创建了 {len(optical_objects)} 个光学对象")
|
||
|
||
# 创建光路可视化
|
||
print("\n💡 创建光路可视化...")
|
||
light_path_objects = create_light_paths(light_path_data)
|
||
|
||
# 将光路对象移动到专用集合
|
||
for obj in light_path_objects:
|
||
bpy.context.collection.objects.unlink(obj)
|
||
light_path_collection.objects.link(obj)
|
||
|
||
print(f"成功创建了 {len(light_path_objects)} 条光路")
|
||
|
||
# 设置场景
|
||
print("\n🎬 设置场景...")
|
||
setup_scene()
|
||
|
||
# 执行导出和渲染
|
||
try:
|
||
print("\n📤 开始导出模型...")
|
||
export_model(optical_objects, light_path_objects)
|
||
|
||
print("\n🎨 开始渲染图像...")
|
||
render_image()
|
||
|
||
print("\n🎉 脚本执行完成!")
|
||
print("生成的文件:")
|
||
print("- fused_optical_system.obj (3D模型)")
|
||
print("- fused_optical_system.glb (Web友好格式)")
|
||
print("- fused_optical_system.blend (Blender工程文件)")
|
||
print("- fused_optical_system_render.png (渲染图像)")
|
||
print(f"\n场景统计:")
|
||
print(f"- 光学对象: {len(optical_objects)} 个")
|
||
print(f"- 光路: {len(light_path_objects)} 条")
|
||
|
||
except Exception as e:
|
||
print(f"执行导出/渲染时出错: {e}")
|
||
import traceback
|
||
traceback.print_exc()
|
||
|
||
if __name__ == "__main__":
|
||
main()
|