KiBot/kibot/blender_scripts/blender_export.py

435 lines
16 KiB
Python

# -*- coding: utf-8 -*-
# Copyright (c) 2023 Salvador E. Tropea
# Copyright (c) 2023 Instituto Nacional de Tecnología Industrial
# License: GPL-3.0
# Project: KiBot (formerly KiPlot)
# Based on:
# - background_job.py: Blender example
# https://developer.blender.org/diffusion/B/browse/master/release/scripts/templates_py/background_job.py
# - blender_pcb2gltf.py: PCB3D to various formats
# https://github.com/Haschtl/pcb2blender/blob/master/CI/blender_pcb2gltf.py
#
# Should be invoked using:
# blender -b --factory-startup -P blender_export.py -- OPTIONS
import argparse # to parse options for us and print a nice help message
import json
import math
import os
import sys # to get command line args
# Blender modules
import addon_utils
import bpy
# X_AXIS = 0
# Y_AXIS = 1
# Z_AXIS = 2
X_AXIS = 'X'
Y_AXIS = 'Y'
Z_AXIS = 'Z'
VALID_FORMATS = {'fbx': 'Filmbox, proprietary format developed by Kaydara (owned by Autodesk)',
'obj': 'geometry definition format developed by Wavefront Technologies. Currently open',
'x3d': 'VRML successor. A royalty-free ISO/IEC standard for declaratively representing 3D graphics.',
'blender': 'Blender native format',
'gltf': 'standard file format for three-dimensional scenes and models.',
'stl': '3D printing from stereolithography CAD software created by 3D SystemsSTL (only mesh)',
'ply': 'Polygon File Format or the Stanford Triangle Format (only mesh)',
'render': 'do render'}
def fbx_export(name):
bpy.ops.export_scene.fbx(filepath=name)
def obj_export(name):
bpy.ops.export_scene.obj(filepath=name)
def x3d_export(name):
bpy.ops.export_scene.x3d(filepath=name)
def stl_export(name):
bpy.ops.export_mesh.stl(filepath=name)
def ply_export(name):
bpy.ops.export_mesh.ply(filepath=name)
def blender_export(name):
bpy.ops.wm.save_as_mainfile(filepath=name)
def gltf_export(name):
bpy.ops.export_scene.gltf(filepath=name, export_copyright="KiBot", export_draco_mesh_compression_enable=True,
export_draco_mesh_compression_level=6, export_colors=False, export_yup=True)
def render_export(render_path):
print('- Render')
render = bpy.context.scene.render
render.use_file_extension = True
render.filepath = render_path
bpy.ops.render.render(write_still=True)
def do_rotate(rots):
bpy.ops.transform.rotate(value=math.radians(-rots[0]), orient_axis='X', center_override=(0, 0, 0))
bpy.ops.transform.rotate(value=math.radians(-rots[1]), orient_axis='Y', center_override=(0, 0, 0))
bpy.ops.transform.rotate(value=math.radians(-rots[2]), orient_axis='Z', center_override=(0, 0, 0))
def do_point_of_view(scene, name):
view = scene.get(name)
if view is None or view == 'z':
return (0, 0, 0)
if view == 'Z':
return (0, 180, 0)
if view == 'y':
return (-90, 0, 0)
if view == 'Y':
return (90, 0, 180)
if view == 'x':
return (0, 90, 90)
if view == 'X':
return (0, -90, -90)
def srgb_to_linearrgb(c):
""" Apply the gamma correction """
if c < 0:
return 0
elif c < 0.04045:
return c/12.92
else:
return ((c+0.055)/1.055)**2.4
def hex_to_rgba(hex_value):
hex_color = hex_value[1:]
r = int(hex_color[:2], base=16)
sr = r/255.0
lr = srgb_to_linearrgb(sr)
g = int(hex_color[2:4], base=16)
sg = g/255.0
lg = srgb_to_linearrgb(sg)
b = int(hex_color[4:6], base=16)
sb = b/255.0
lb = srgb_to_linearrgb(sb)
return (lr, lg, lb, 1.0)
def create_background_gradient(color1, color0):
""" This creates a background gradient relative to the camera.
I'm not a Blender guru and I took the idea from:
https://www.youtube.com/watch?v=9NdZ8leYDcM (in Urdu/Hindi!)
If you know a simpler mechanism please let me know """
world_name = "World"
# Create a "World"
scn = bpy.context.scene
scn.world = bpy.data.worlds.new(world_name)
# Enable the use of nodes
scn.world.use_nodes = True
# Get the default nodes
nt = scn.world.node_tree
nodes = nt.nodes
# Create a texture coordinate
tc = nodes.new(type="ShaderNodeTexCoord")
tc.location = (-580, 435)
# Create a mapping
mp = nodes.new(type="ShaderNodeMapping")
mp.location = (-400, 400)
mp.inputs["Rotation"].default_value = (0, 0, math.radians(90))
mp.inputs["Location"].default_value = (0.7, 0, 0)
nt.links.new(tc.outputs["Camera"], mp.inputs["Vector"])
# Create a gradient texture
gt = nodes.new(type="ShaderNodeTexGradient")
gt.location = (-180, 280)
gt.gradient_type = "EASING"
nt.links.new(mp.outputs["Vector"], gt.inputs["Vector"])
# Create a color ramp
cr = nodes.new(type="ShaderNodeValToRGB")
cr.location = (10, 325)
cr.color_ramp.interpolation = "EASE"
cr.color_ramp.elements[0].color = hex_to_rgba(color0)
cr.color_ramp.elements[1].color = hex_to_rgba(color1)
nt.links.new(gt.outputs["Color"], cr.inputs["Fac"])
# Move the Background
bk1 = nodes["Background"]
bk1.location = (355, 100)
nt.links.new(cr.outputs["Color"], bk1.inputs["Color"])
# Create another background
bk2 = nodes.new(type="ShaderNodeBackground")
bk2.location = (355, 240)
nt.links.new(cr.outputs["Color"], bk2.inputs["Color"])
# Create a light path
lp = nodes.new(type="ShaderNodeLightPath")
lp.location = (355, 580)
# Create a mix shader
mx = nodes.new(type="ShaderNodeMixShader")
mx.location = (560, 220)
nt.links.new(lp.outputs["Is Camera Ray"], mx.inputs["Fac"])
nt.links.new(bk2.outputs["Background"], mx.inputs[1])
nt.links.new(bk1.outputs["Background"], mx.inputs[2])
# Move the World Output
wo = nodes["World Output"]
wo.location = (760, 245)
wo_is = wo.inputs["Surface"]
nt.links.remove(wo_is.links[0])
nt.links.new(mx.outputs["Shader"], wo_is)
jscene = None
auto_camera = False
cam_ob = None
cur_rot = None
location = None
def apply_start_scene(file):
# Loads scene
if not file:
return 1
global jscene
with open(file, 'rt') as f:
text = f.read()
print(text)
jscene = json.loads(text)
scene = bpy.context.scene
# Select the board
print('- Select all')
bpy.ops.object.select_all(action='SELECT')
# Make sure we start rotations from 0
bpy.context.active_object.rotation_euler = (0, 0, 0)
global location
location = bpy.context.active_object.location.copy()
povs = jscene.get('point_of_view')
if povs:
global cur_rot
pov = povs[0]
# Apply point of view
cur_rot = do_point_of_view(pov, 'view')
# Apply extra rotations
cur_rot = (cur_rot[0] + pov.get('rotate_x', 0),
cur_rot[1] + pov.get('rotate_y', 0),
cur_rot[2] + pov.get('rotate_z', 0))
print(f'- Initial rotations: {cur_rot}')
do_rotate(cur_rot)
# Add a camera
global auto_camera
# First time: create the camera
camera = jscene.get('camera')
if not camera:
auto_camera = True
name = 'kibot_camera'
pos = (0.0, 0.0, 10.0)
type = 'PERSP'
clip_start = None
else:
name = camera.get('name', 'unknown')
pos = camera.get('position', None)
type = camera.get('type', 'PERSP')
clip_start = camera.get('clip_start', None)
if pos is None:
auto_camera = True
pos = (0, 0, 0)
else:
auto_camera = False
print(f"- Creating camera {name} at {pos}")
cam_data = bpy.data.cameras.new(name)
global cam_ob
cam_ob = bpy.data.objects.new(name=name, object_data=cam_data)
scene.collection.objects.link(cam_ob) # instance the camera object in the scene
scene.camera = cam_ob # set the active camera
cam_ob.location = pos
cam_ob.data.type = type
if clip_start is not None:
cam_ob.data.clip_start = clip_start
if auto_camera:
print('- Changing camera to focus the board')
bpy.ops.view3d.camera_to_view_selected()
z_pos = cam_ob.location[2]*jscene.get('auto_camera_z_axis_factor', 1.1)
cam_ob.location = (cam_ob.location[0], cam_ob.location[1], z_pos)
if clip_start is None:
cam_ob.data.clip_start = min(0.1, z_pos/10)
# Add lights
# First time: create the lights
lights = jscene.get('lights')
if lights:
for light in lights:
name = light.get('name', 'unknown')
pos = light.get('position', (0.0, 0.0, 0.0))
typ = light.get('type', 'SUN')
energy = light.get('energy', 0.0)
print(f"- Creating light {name} at {pos}, type: {typ} energy: {energy}")
light_data = bpy.data.lights.new(name, typ)
print(f"- Default energy: {light_data.energy}")
if energy:
light_data.energy = energy
light_ob = bpy.data.objects.new(name=name, object_data=light_data)
scene.collection.objects.link(light_ob)
light_ob.location = pos
bpy.context.view_layer.update()
# Setup render options
render = jscene.get('render')
if render:
scene.cycles.samples = render.get('samples', 10)
r = scene.render
r.engine = 'CYCLES'
r.resolution_x = render.get('resolution_x', 1920)
r.resolution_y = render.get('resolution_y', 1080)
r.resolution_percentage = 100
r.use_border = False
if render.get('transparent_background'):
r.film_transparent = True
r.image_settings.color_mode = 'RGBA'
else:
create_background_gradient(render.get('background1', '#66667F'), render.get('background2', '#CCCCE5'))
return len(povs)
def apply_scene(n_view):
global jscene
if jscene is None:
return
# Make sure we start rotations from 0
povs = jscene.get('point_of_view')
if povs:
global cur_rot
pov = povs[n_view]
# Apply point of view
new_rot = do_point_of_view(pov, 'view')
# Apply extra rotations
new_rot = (new_rot[0] + pov.get('rotate_x', 0),
new_rot[1] + pov.get('rotate_y', 0),
new_rot[2] + pov.get('rotate_z', 0))
if new_rot != cur_rot:
print(f'- Rotations: {new_rot}')
# Reset the position
bpy.context.active_object.location = location.copy()
# Reset the rotation
bpy.context.active_object.rotation_euler = (0, 0, 0)
# Apply the new rotation
do_rotate(new_rot)
cur_rot = new_rot
# Move the camera
global auto_camera
if auto_camera and not jscene.get('fixed_auto_camera', False):
print('- Changing camera to focus the board')
bpy.ops.view3d.camera_to_view_selected()
cam_ob.location = (cam_ob.location[0], cam_ob.location[1],
cam_ob.location[2]*jscene.get('auto_camera_z_axis_factor', 1.1))
bpy.context.view_layer.update()
EXPORTERS = {'fbx': fbx_export,
'obj': obj_export,
'x3d': x3d_export,
'stl': stl_export,
'ply': ply_export,
'blender': blender_export,
'gltf': gltf_export,
'render': render_export}
def main():
# get the args passed to blender after "--", all of which are ignored by
# blender so scripts may receive their own arguments
argv = sys.argv
if "--" not in argv:
argv = [] # as if no args are passed
else:
argv = argv[argv.index("--")+1:] # get all args after "--"
description = ("Blender script to export PCB3D files into various formats.\n"
"The pcb2blender_importer plug-in must be installed.\n"
"Consult: https://github.com/30350n/pcb2blender")
prog = "blender -b --factory-startup -P blender_export.py --"
epilog = "Valid formats:\n"
for f, desc in VALID_FORMATS.items():
epilog += f"{f}: {desc}\n"
parser = argparse.ArgumentParser(description=description, prog=prog, epilog=epilog,
formatter_class=argparse.RawDescriptionHelpFormatter)
parser.add_argument("-c", "--no_components", action="store_false", help="if the PCB components are discarded")
parser.add_argument("-C", "--dont_cut_boards", action="store_false", help="do not separate sub-PCBs")
parser.add_argument("-d", "--texture_dpi", type=float, help="textures density [508-2032] [1016]", default=1016.0)
parser.add_argument("-D", "--dont_center", action="store_false", help="do not center the PCB at 0,0")
parser.add_argument("-E", "--dont_enhance_materials", action="store_false", help="do not enhance materials")
parser.add_argument("-f", "--format", type=str, required=True, nargs='+', choices=VALID_FORMATS.keys(),
help="output formats to export, can be repeated")
parser.add_argument("-m", "--pcb_material", type=str, choices=["RASTERIZED", "3D"], default="RASTERIZED",
help="Rasterized (Cycles) or 3D (deprecated) [RASTERIZED]")
parser.add_argument("-M", "--dont_merge_materials", action="store_false", help="do not merge materials")
parser.add_argument("-o", "--output", type=str, required=True, nargs='+', help="output file name, can be repeated")
parser.add_argument("-r", "--scene", type=str, help="JSON file containing camera, light and render options")
parser.add_argument("-s", "--solder_joints", type=str, choices=["NONE", "SMART", "ALL"], default="SMART",
help="Add none, all or only for THT/SMD with solder paste [SMART]")
parser.add_argument("-S", "--dont_stack_boards", action="store_false", help="do not stack sub-PCBs")
parser.add_argument('PCB3D_file')
args = parser.parse_args(argv)
nformats = len(args.format)
if nformats != len(args.output):
print("Please use -f and -o the same amount of times")
sys.exit(2)
print("Importing PCB3D file ...")
PCB3D_file = os.path.abspath(args.PCB3D_file)
# Start with fresh settings
bpy.ops.wm.read_factory_settings(use_empty=True)
# Now enable the plug-in
addon_utils.enable("pcb2blender_importer")
# Import the PCB3D file
ops = {"filepath": PCB3D_file, "pcb_material": args.pcb_material, "import_components": args.no_components,
"add_solder_joints": args.solder_joints, "center_pcb": args.dont_center,
"merge_materials": args.dont_merge_materials, "enhance_materials": args.dont_enhance_materials,
"cut_boards": args.dont_cut_boards, "stack_boards": args.dont_stack_boards, "texture_dpi": args.texture_dpi}
try:
bpy.ops.pcb2blender.import_pcb3d(**ops)
retry = False
except TypeError as e:
if "center_pcb" in str(e):
retry = True
else:
raise
if retry:
# An innocent change in a name and ... we have to do all this mess
del ops["center_pcb"]
ops["center_boards"] = args.dont_center
bpy.ops.pcb2blender.import_pcb3d(**ops)
# Apply the scene first scene
c_views = apply_start_scene(args.scene)
c_formats = len(args.format)
if c_formats % c_views:
print("The number of outputs must be a multiple of the views (views: {} outputs: {})".format(c_views, c_formats))
sys.exit(2)
per_pass = int(c_formats/c_views)
for n in range(c_views):
if n:
# Apply scene N
apply_scene(n)
# Get the current slice
formats = args.format[n*per_pass:(n+1)*per_pass]
outputs = args.output[n*per_pass:(n+1)*per_pass]
# Do all the exports
for f, o in zip(formats, outputs):
print(f"Exporting {o} in {f} format")
EXPORTERS[f](os.path.abspath(o))
print("batch job finished, exiting")
if __name__ == "__main__":
main()