#!BPY """ Name: 'VRM' Blender: 242 Group: 'Render' Tooltip: 'Vector Rendering Method script' """ __author__ = "Antonio Ospite" __url__ = ["http://projects.blender.org/projects/vrm"] __version__ = "0.3.beta" __bpydoc__ = """\ Render the scene and save the result in vector format. """ # --------------------------------------------------------------------- # Copyright (c) 2006 Antonio Ospite # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA # # --------------------------------------------------------------------- # # Additional credits: # Thanks to Emilio Aguirre for S2flender from which I took inspirations :) # Thanks to Nikola Radovanovic, the author of the original VRM script, # the code you read here has been rewritten _almost_ entirely # from scratch but Nikola gave me the idea, so I thank him publicly. # # --------------------------------------------------------------------- # # Things TODO for a next release: # - FIX the issue with negative scales in object tranformations! # - Use a better depth sorting algorithm # - Implement clipping of primitives and do handle object intersections. # (for now only clipping away whole objects is supported). # - Review how selections are made (this script uses selection states of # primitives to represent visibility infos) # - Use a data structure other than Mesh to represent the 2D image? # Think to a way to merge (adjacent) polygons that have the same color. # Or a way to use paths for silhouettes and contours. # - Consider SMIL for animation handling instead of ECMA Script? (Firefox do # not support SMIL for animations) # - Switch to the Mesh structure, should be considerably faster # (partially done, but with Mesh we cannot sort faces, yet) # - Implement Edge Styles (silhouettes, contours, etc.) (partially done). # - Implement Shading Styles? (partially done, to make more flexible). # - Add Vector Writers other than SVG. # - Check memory use!! # - Support Indexed palettes!! (Useful for ILDA FILES, for example, # see http://www.linux-laser.org/download/autotrace/ilda-output.patch) # # --------------------------------------------------------------------- # # Changelog: # # vrm-0.3.py - ... # * First release after code restucturing. # Now the script offers a useful set of functionalities # and it can render animations, too. # * Optimization in Renderer.doEdgeStyle(), build a topology cache # so to speed up the lookup of adjacent faces of an edge. # Thanks ideasman42. # * The SVG output is now SVG 1.0 valid. # Checked with: http://jiggles.w3.org/svgvalidator/ValidatorURI.html # * Progress indicator during HSR. # # --------------------------------------------------------------------- import Blender from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window from Blender.Mathutils import * from math import * import sys, time # Some global settings class config: polygons = dict() polygons['SHOW'] = True polygons['SHADING'] = 'FLAT' polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL' polygons['HSR'] = 'NEWELL' # Hidden to the user for now polygons['EXPANSION_TRICK'] = True polygons['TOON_LEVELS'] = 2 edges = dict() edges['SHOW'] = False edges['SHOW_HIDDEN'] = False edges['STYLE'] = 'MESH' edges['WIDTH'] = 2 edges['COLOR'] = [0, 0, 0] output = dict() output['FORMAT'] = 'SVG' output['ANIMATION'] = False output['JOIN_OBJECTS'] = True # Debug utility function print_debug = True def debug(msg): if print_debug: sys.stderr.write(msg) # --------------------------------------------------------------------- # ## Mesh Utility class # # --------------------------------------------------------------------- class MeshUtils: def buildEdgeFaceUsersCache(me): ''' Takes a mesh and returns a list aligned with the meshes edges. Each item is a list of the faces that use the edge would be the equiv for having ed.face_users as a property Taken from .blender/scripts/bpymodules/BPyMesh.py, thanks to ideasman_42. ''' def sorted_edge_indicies(ed): i1= ed.v1.index i2= ed.v2.index if i1>i2: i1,i2= i2,i1 return i1, i2 face_edges_dict= dict([(sorted_edge_indicies(ed), (ed.index, [])) for ed in me.edges]) for f in me.faces: fvi= [v.index for v in f.v]# face vert idx's for i in xrange(len(f)): i1= fvi[i] i2= fvi[i-1] if i1>i2: i1,i2= i2,i1 face_edges_dict[i1,i2][1].append(f) face_edges= [None] * len(me.edges) for ed_index, ed_faces in face_edges_dict.itervalues(): face_edges[ed_index]= ed_faces return face_edges def isMeshEdge(adjacent_faces): """Mesh edge rule. A mesh edge is visible if _at_least_one_ of its adjacent faces is selected. Note: if the edge has no adjacent faces we want to show it as well, useful for "edge only" portion of objects. """ if len(adjacent_faces) == 0: return True selected_faces = [f for f in adjacent_faces if f.sel] if len(selected_faces) != 0: return True else: return False def isSilhouetteEdge(adjacent_faces): """Silhuette selection rule. An edge is a silhuette edge if it is shared by two faces with different selection status or if it is a boundary edge of a selected face. """ if ((len(adjacent_faces) == 1 and adjacent_faces[0].sel == 1) or (len(adjacent_faces) == 2 and adjacent_faces[0].sel != adjacent_faces[1].sel) ): return True else: return False buildEdgeFaceUsersCache = staticmethod(buildEdgeFaceUsersCache) isMeshEdge = staticmethod(isMeshEdge) isSilhouetteEdge = staticmethod(isSilhouetteEdge) # --------------------------------------------------------------------- # ## Shading Utility class # # --------------------------------------------------------------------- class ShadingUtils: shademap = None def toonShadingMapSetup(): levels = config.polygons['TOON_LEVELS'] texels = 2*levels - 1 tmp_shademap = [0.0] + [(i)/float(texels-1) for i in xrange(1, texels-1) ] + [1.0] return tmp_shademap def toonShading(u): shademap = ShadingUtils.shademap if not shademap: shademap = ShadingUtils.toonShadingMapSetup() v = 1.0 for i in xrange(0, len(shademap)-1): pivot = (shademap[i]+shademap[i+1])/2.0 j = int(u>pivot) v = shademap[i+j] if v < shademap[i+1]: return v return v toonShadingMapSetup = staticmethod(toonShadingMapSetup) toonShading = staticmethod(toonShading) # --------------------------------------------------------------------- # ## Projections classes # # --------------------------------------------------------------------- class Projector: """Calculate the projection of an object given the camera. A projector is useful to so some per-object transformation to obtain the projection of an object given the camera. The main method is #doProjection# see the method description for the parameter list. """ def __init__(self, cameraObj, canvasRatio): """Calculate the projection matrix. The projection matrix depends, in this case, on the camera settings. TAKE CARE: This projector expects vertices in World Coordinates! """ camera = cameraObj.getData() aspect = float(canvasRatio[0])/float(canvasRatio[1]) near = camera.clipStart far = camera.clipEnd scale = float(camera.scale) fovy = atan(0.5/aspect/(camera.lens/32)) fovy = fovy * 360.0/pi # What projection do we want? if camera.type == 0: mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) elif camera.type == 1: mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale) # View transformation cam = Matrix(cameraObj.getInverseMatrix()) cam.transpose() mP = mP * cam self.projectionMatrix = mP ## # Public methods # def doProjection(self, v): """Project the point on the view plane. Given a vertex calculate the projection using the current projection matrix. """ # Note that we have to work on the vertex using homogeneous coordinates # From blender 2.42+ we don't need to resize the vector to be 4d # when applying a 4x4 matrix, but we do that anyway since we need the # 4th coordinate later p = self.projectionMatrix * Vector(v).resize4D() # Perspective division if p[3] != 0: p[0] = p[0]/p[3] p[1] = p[1]/p[3] p[2] = p[2]/p[3] # restore the size p[3] = 1.0 p.resize3D() return p ## # Private methods # def _calcPerspectiveMatrix(self, fovy, aspect, near, far): """Return a perspective projection matrix. """ top = near * tan(fovy * pi / 360.0) bottom = -top left = bottom*aspect right= top*aspect x = (2.0 * near) / (right-left) y = (2.0 * near) / (top-bottom) a = (right+left) / (right-left) b = (top+bottom) / (top - bottom) c = - ((far+near) / (far-near)) d = - ((2*far*near)/(far-near)) m = Matrix( [x, 0.0, a, 0.0], [0.0, y, b, 0.0], [0.0, 0.0, c, d], [0.0, 0.0, -1.0, 0.0]) return m def _calcOrthoMatrix(self, fovy, aspect , near, far, scale): """Return an orthogonal projection matrix. """ # The 11 in the formula was found emiprically top = near * tan(fovy * pi / 360.0) * (scale * 11) bottom = -top left = bottom * aspect right= top * aspect rl = right-left tb = top-bottom fn = near-far tx = -((right+left)/rl) ty = -((top+bottom)/tb) tz = ((far+near)/fn) m = Matrix( [2.0/rl, 0.0, 0.0, tx], [0.0, 2.0/tb, 0.0, ty], [0.0, 0.0, 2.0/fn, tz], [0.0, 0.0, 0.0, 1.0]) return m # --------------------------------------------------------------------- # ## Progress Indicator # # --------------------------------------------------------------------- class Progress: """A model for a progress indicator. Do the progress calculation calculation and the view independent stuff of a progress indicator. """ def __init__(self, steps=0): self.name = "" self.steps = steps self.completed = 0 self.progress = 0 def setSteps(self, steps): """Set the number of steps of the activity wich we want to track. """ self.steps = steps def getSteps(self): return self.steps def setName(self, name): """Set the name of the activity wich we want to track. """ self.name = name def getName(self): return self.name def getProgress(self): return self.progress def reset(self): self.completed = 0 self.progress = 0 def update(self): """Update the model, call this method when one step is completed. """ if self.progress == 100: return False self.completed += 1 self.progress = ( float(self.completed) / float(self.steps) ) * 100 self.progress = int(self.progress) return True class ProgressIndicator: """An abstraction of a View for the Progress Model """ def __init__(self): # Use a refresh rate so we do not show the progress at # every update, but every 'self.refresh_rate' times. self.refresh_rate = 10 self.shows_counter = 0 self.quiet = False self.progressModel = None def setQuiet(self, value): self.quiet = value def setActivity(self, name, steps): """Initialize the Model. In a future version (with subactivities-progress support) this method could only set the current activity. """ self.progressModel = Progress() self.progressModel.setName(name) self.progressModel.setSteps(steps) def getActivity(self): return self.progressModel def update(self): """Update the model and show the actual progress. """ assert(self.progressModel) if self.progressModel.update(): if self.quiet: return self.show(self.progressModel.getProgress(), self.progressModel.getName()) # We return always True here so we can call the update() method also # from lambda funcs (putting the call in logical AND with other ops) return True def show(self, progress, name=""): self.shows_counter = (self.shows_counter + 1) % self.refresh_rate if self.shows_counter != 0: return if progress == 100: self.shows_counter = -1 class ConsoleProgressIndicator(ProgressIndicator): """Show a progress bar on stderr, a la wget. """ def __init__(self): ProgressIndicator.__init__(self) self.swirl_chars = ["-", "\\", "|", "/"] self.swirl_count = -1 def show(self, progress, name): ProgressIndicator.show(self, progress, name) bar_length = 70 bar_progress = int( (progress/100.0) * bar_length ) bar = ("=" * bar_progress).ljust(bar_length) self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars) swirl_char = self.swirl_chars[self.swirl_count] progress_bar = "%s |%s| %c %3d%%" % (name, bar, swirl_char, progress) sys.stderr.write(progress_bar+"\r") if progress == 100: sys.stderr.write("\n") class GraphicalProgressIndicator(ProgressIndicator): """Interface to the Blender.Window.DrawProgressBar() method. """ def __init__(self): ProgressIndicator.__init__(self) #self.swirl_chars = ["-", "\\", "|", "/"] # We have to use letters with the same width, for now! # Blender progress bar considers the font widths when # calculating the progress bar width. self.swirl_chars = ["\\", "/"] self.swirl_count = -1 def show(self, progress, name): ProgressIndicator.show(self, progress) self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars) swirl_char = self.swirl_chars[self.swirl_count] progress_text = "%s - %c %3d%%" % (name, swirl_char, progress) # Finally draw the Progress Bar Window.WaitCursor(1) # Maybe we can move that call in the constructor? Window.DrawProgressBar(progress/100.0, progress_text) if progress == 100: Window.DrawProgressBar(1, progress_text) Window.WaitCursor(0) # --------------------------------------------------------------------- # ## 2D Object representation class # # --------------------------------------------------------------------- # TODO: a class to represent the needed properties of a 2D vector image # For now just using a [N]Mesh structure. # --------------------------------------------------------------------- # ## Vector Drawing Classes # # --------------------------------------------------------------------- ## A generic Writer class VectorWriter: """ A class for printing output in a vectorial format. Given a 2D representation of the 3D scene the class is responsible to write it is a vector format. Every subclasses of VectorWriter must have at last the following public methods: - open(self) - close(self) - printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False): """ def __init__(self, fileName): """Set the output file name and other properties""" self.outputFileName = fileName self.file = None context = Scene.GetCurrent().getRenderingContext() self.canvasSize = ( context.imageSizeX(), context.imageSizeY() ) self.startFrame = 1 self.endFrame = 1 self.animation = False ## # Public Methods # def open(self, startFrame=1, endFrame=1): if startFrame != endFrame: self.startFrame = startFrame self.endFrame = endFrame self.animation = True self.file = open(self.outputFileName, "w") print "Outputting to: ", self.outputFileName return def close(self): self.file.close() return def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False): """This is the interface for the needed printing routine. """ return ## SVG Writer class SVGVectorWriter(VectorWriter): """A concrete class for writing SVG output. """ def __init__(self, fileName): """Simply call the parent Contructor. """ VectorWriter.__init__(self, fileName) ## # Public Methods # def open(self, startFrame=1, endFrame=1): """Do some initialization operations. """ VectorWriter.open(self, startFrame, endFrame) self._printHeader() def close(self): """Do some finalization operation. """ self._printFooter() # remember to call the close method of the parent VectorWriter.close(self) def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False): """Convert the scene representation to SVG. """ Objects = scene.getChildren() context = scene.getRenderingContext() framenumber = context.currentFrame() if self.animation: framestyle = "display:none" else: framestyle = "display:block" # Assign an id to this group so we can set properties on it using DOM self.file.write("\n" % (framenumber, framestyle) ) for obj in Objects: if(obj.getType() != 'Mesh'): continue self.file.write("\n" % obj.getName()) mesh = obj.getData(mesh=1) if doPrintPolygons: self._printPolygons(mesh) if doPrintEdges: self._printEdges(mesh, showHiddenEdges) self.file.write("\n") self.file.write("\n") ## # Private Methods # def _calcCanvasCoord(self, v): """Convert vertex in scene coordinates to canvas coordinates. """ pt = Vector([0, 0, 0]) mW = float(self.canvasSize[0])/2.0 mH = float(self.canvasSize[1])/2.0 # rescale to canvas size pt[0] = v.co[0]*mW + mW pt[1] = v.co[1]*mH + mH pt[2] = v.co[2] # For now we want (0,0) in the top-left corner of the canvas. # Mirror and translate along y pt[1] *= -1 pt[1] += self.canvasSize[1] return pt def _printHeader(self): """Print SVG header.""" self.file.write("\n") self.file.write("\n") self.file.write("\n\n" % self.canvasSize) if self.animation: self.file.write("""\n\n \n""" % (self.startFrame, self.endFrame, self.startFrame) ) def _printFooter(self): """Print the SVG footer.""" self.file.write("\n\n") def _printPolygons(self, mesh): """Print the selected (visible) polygons. """ if len(mesh.faces) == 0: return self.file.write("\n") for face in mesh.faces: if not face.sel: continue self.file.write("\n") self.file.write("\n") def _printEdges(self, mesh, showHiddenEdges=False): """Print the wireframe using mesh edges. """ stroke_width = config.edges['WIDTH'] stroke_col = config.edges['COLOR'] self.file.write("\n") for e in mesh.edges: hidden_stroke_style = "" if e.sel == 0: if showHiddenEdges == False: continue else: hidden_stroke_style = ";\n stroke-dasharray:3, 3" p1 = self._calcCanvasCoord(e.v1) p2 = self._calcCanvasCoord(e.v2) self.file.write("\n") self.file.write("\n") # --------------------------------------------------------------------- # ## Rendering Classes # # --------------------------------------------------------------------- # A dictionary to collect different shading style methods shadingStyles = dict() shadingStyles['FLAT'] = None shadingStyles['TOON'] = None # A dictionary to collect different edge style methods edgeStyles = dict() edgeStyles['MESH'] = MeshUtils.isMeshEdge edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge # A dictionary to collect the supported output formats outputWriters = dict() outputWriters['SVG'] = SVGVectorWriter class Renderer: """Render a scene viewed from the active camera. This class is responsible of the rendering process, transformation and projection of the objects in the scene are invoked by the renderer. The rendering is done using the active camera for the current scene. """ def __init__(self): """Make the rendering process only for the current scene by default. We will work on a copy of the scene, to be sure that the current scene do not get modified in any way. """ # Render the current Scene, this should be a READ-ONLY property self._SCENE = Scene.GetCurrent() # Use the aspect ratio of the scene rendering context context = self._SCENE.getRenderingContext() aspect_ratio = float(context.imageSizeX())/float(context.imageSizeY()) self.canvasRatio = (float(context.aspectRatioX())*aspect_ratio, float(context.aspectRatioY()) ) # Render from the currently active camera self.cameraObj = self._SCENE.getCurrentCamera() # Get a projector for this camera. # NOTE: the projector wants object in world coordinates, # so we should remember to apply modelview transformations # _before_ we do projection transformations. self.proj = Projector(self.cameraObj, self.canvasRatio) # Get the list of lighting sources obj_lst = self._SCENE.getChildren() self.lights = [ o for o in obj_lst if o.getType() == 'Lamp'] # When there are no lights we use a default lighting source # that have the same position of the camera if len(self.lights) == 0: l = Lamp.New('Lamp') lobj = Object.New('Lamp') lobj.loc = self.cameraObj.loc lobj.link(l) self.lights.append(lobj) ## # Public Methods # def doRendering(self, outputWriter, animation=False): """Render picture or animation and write it out. The parameters are: - a Vector writer object that will be used to output the result. - a flag to tell if we want to render an animation or only the current frame. """ context = self._SCENE.getRenderingContext() origCurrentFrame = context.currentFrame() # Handle the animation case if not animation: startFrame = origCurrentFrame endFrame = startFrame outputWriter.open() else: startFrame = context.startFrame() endFrame = context.endFrame() outputWriter.open(startFrame, endFrame) # Do the rendering process frame by frame print "Start Rendering of %d frames" % (endFrame-startFrame) for f in xrange(startFrame, endFrame+1): print "\n\nFrame: %d" % f context.currentFrame(f) # Use some temporary workspace, a full copy of the scene inputScene = self._SCENE.copy(2) # And Set our camera accordingly self.cameraObj = inputScene.getCurrentCamera() try: renderedScene = self.doRenderScene(inputScene) except : print "There was an error! Aborting." import traceback print traceback.print_exc() self._SCENE.makeCurrent() Scene.unlink(inputScene) del inputScene return outputWriter.printCanvas(renderedScene, doPrintPolygons = config.polygons['SHOW'], doPrintEdges = config.edges['SHOW'], showHiddenEdges = config.edges['SHOW_HIDDEN']) # delete the rendered scene self._SCENE.makeCurrent() Scene.unlink(renderedScene) del renderedScene outputWriter.close() print "Done!" context.currentFrame(origCurrentFrame) def doRenderScene(self, workScene): """Control the rendering process. Here we control the entire rendering process invoking the operation needed to transform and project the 3D scene in two dimensions. """ # global processing of the scene self._doSceneClipping(workScene) self._doConvertGeometricObjsToMesh(workScene) if config.output['JOIN_OBJECTS']: self._joinMeshObjectsInScene(workScene) self._doSceneDepthSorting(workScene) # Per object activities Objects = workScene.getChildren() print "Total Objects: %d" % len(Objects) for i,obj in enumerate(Objects): print "\n\n-------" print "Rendering Object: %d" % i if obj.getType() != 'Mesh': print "Only Mesh supported! - Skipping type:", obj.getType() continue print "Rendering: ", obj.getName() mesh = obj.getData(mesh=1) self._doModelingTransformation(mesh, obj.matrix) self._doBackFaceCulling(mesh) self._doLighting(mesh) # Do "projection" now so we perform further processing # in Normalized View Coordinates self._doProjection(mesh, self.proj) self._doViewFrustumClipping(mesh) self._doHiddenSurfaceRemoval(mesh) self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']]) # Update the object data, important! :) mesh.update() return workScene ## # Private Methods # # Utility methods def _getObjPosition(self, obj): """Return the obj position in World coordinates. """ return obj.matrix.translationPart() def _cameraViewVector(self): """Get the View Direction form the camera matrix. """ return Vector(self.cameraObj.matrix[2]).resize3D() # Faces methods def _isFaceVisible(self, face): """Determine if a face of an object is visible from the current camera. The view vector is calculated from the camera location and one of the vertices of the face (expressed in World coordinates, after applying modelview transformations). After those transformations we determine if a face is visible by computing the angle between the face normal and the view vector, this angle has to be between -90 and 90 degrees for the face to be visible. This corresponds somehow to the dot product between the two, if it results > 0 then the face is visible. There is no need to normalize those vectors since we are only interested in the sign of the cross product and not in the product value. NOTE: here we assume the face vertices are in WorldCoordinates, so please transform the object _before_ doing the test. """ normal = Vector(face.no) camPos = self._getObjPosition(self.cameraObj) view_vect = None # View Vector in orthographics projections is the view Direction of # the camera if self.cameraObj.data.getType() == 1: view_vect = self._cameraViewVector() # View vector in perspective projections can be considered as # the difference between the camera position and one point of # the face, we choose the farthest point from the camera. if self.cameraObj.data.getType() == 0: vv = max( [ ((camPos - Vector(v.co)).length, (camPos - Vector(v.co))) for v in face] ) view_vect = vv[1] # if d > 0 the face is visible from the camera d = view_vect * normal if d > 0: return True else: return False # Scene methods def _doSceneClipping(self, scene): """Clip whole objects against the View Frustum. For now clip away only objects according to their center position. """ cpos = self._getObjPosition(self.cameraObj) view_vect = self._cameraViewVector() near = self.cameraObj.data.clipStart far = self.cameraObj.data.clipEnd aspect = float(self.canvasRatio[0])/float(self.canvasRatio[1]) fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32)) fovy = fovy * 360.0/pi Objects = scene.getChildren() for o in Objects: if o.getType() != 'Mesh': continue; obj_vect = Vector(cpos) - self._getObjPosition(o) d = obj_vect*view_vect theta = AngleBetweenVecs(obj_vect, view_vect) # if the object is outside the view frustum, clip it away if (d < near) or (d > far) or (theta > fovy): scene.unlink(o) def _doConvertGeometricObjsToMesh(self, scene): """Convert all "geometric" objects to mesh ones. """ #geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] geometricObjTypes = ['Mesh', 'Surf', 'Curve'] Objects = scene.getChildren() objList = [ o for o in Objects if o.getType() in geometricObjTypes ] for obj in objList: old_obj = obj obj = self._convertToRawMeshObj(obj) scene.link(obj) scene.unlink(old_obj) # XXX Workaround for Text and Curve which have some normals # inverted when they are converted to Mesh, REMOVE that when # blender will fix that!! if old_obj.getType() in ['Curve', 'Text']: me = obj.getData(mesh=1) for f in me.faces: f.sel = 1; for v in me.verts: v.sel = 1; me.remDoubles(0) me.triangleToQuad() me.recalcNormals() me.update() def _doSceneDepthSorting(self, scene): """Sort objects in the scene. The object sorting is done accordingly to the object centers. """ c = self._getObjPosition(self.cameraObj) by_center_pos = (lambda o1, o2: (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and cmp((self._getObjPosition(o1) - Vector(c)).length, (self._getObjPosition(o2) - Vector(c)).length) ) # TODO: implement sorting by bounding box, if obj1.bb is inside obj2.bb, # then ob1 goes farther than obj2, useful when obj2 has holes by_bbox = None Objects = scene.getChildren() Objects.sort(by_center_pos) # update the scene for o in Objects: scene.unlink(o) scene.link(o) def _joinMeshObjectsInScene(self, scene): """Merge all the Mesh Objects in a scene into a single Mesh Object. """ oList = [o for o in scene.getChildren() if o.getType()=='Mesh'] # FIXME: Object.join() do not work if the list contains 1 object if len(oList) == 1: return mesh = Mesh.New('BigOne') bigObj = Object.New('Mesh', 'BigOne') bigObj.link(mesh) scene.link(bigObj) try: bigObj.join(oList) except RuntimeError: print "\nWarning! - Can't Join Objects\n" scene.unlink(bigObj) return except TypeError: print "Objects Type error?" for o in oList: scene.unlink(o) scene.update() # Per object/mesh methods def _convertToRawMeshObj(self, object): """Convert geometry based object to a mesh object. """ me = Mesh.New('RawMesh_'+object.name) me.getFromObject(object.name) newObject = Object.New('Mesh', 'RawMesh_'+object.name) newObject.link(me) # If the object has no materials set a default material if not me.materials: me.materials = [Material.New()] #for f in me.faces: f.mat = 0 newObject.setMatrix(object.getMatrix()) return newObject def _doModelingTransformation(self, mesh, matrix): """Transform object coordinates to world coordinates. This step is done simply applying to the object its tranformation matrix and recalculating its normals. """ # XXX FIXME: blender do not transform normals in the right way when # there are negative scale values if matrix[0][0] < 0 or matrix[1][1] < 0 or matrix[2][2] < 0: print "WARNING: Negative scales, expect incorrect results!" mesh.transform(matrix, True) def _doBackFaceCulling(self, mesh): """Simple Backface Culling routine. At this level we simply do a visibility test face by face and then select the vertices belonging to visible faces. """ # Select all vertices, so edges can be displayed even if there are no # faces for v in mesh.verts: v.sel = 1 Mesh.Mode(Mesh.SelectModes['FACE']) # Loop on faces for f in mesh.faces: f.sel = 0 if self._isFaceVisible(f): f.sel = 1 def _doLighting(self, mesh): """Apply an Illumination and shading model to the object. The model used is the Phong one, it may be inefficient, but I'm just learning about rendering and starting from Phong seemed the most natural way. """ # If the mesh has vertex colors already, use them, # otherwise turn them on and do some calculations if mesh.vertexColors: return mesh.vertexColors = 1 materials = mesh.materials camPos = self._getObjPosition(self.cameraObj) # We do per-face color calculation (FLAT Shading), we can easily turn # to a per-vertex calculation if we want to implement some shading # technique. For an example see: # http://www.miralab.unige.ch/papers/368.pdf for f in mesh.faces: if not f.sel: continue mat = None if materials: mat = materials[f.mat] # A new default material if mat == None: mat = Material.New('defMat') # Check if it is a shadeless material elif mat.getMode() & Material.Modes['SHADELESS']: I = mat.getRGBCol() # Convert to a value between 0 and 255 tmp_col = [ int(c * 255.0) for c in I] for c in f.col: c.r = tmp_col[0] c.g = tmp_col[1] c.b = tmp_col[2] #c.a = tmp_col[3] continue # do vertex color calculation TotDiffSpec = Vector([0.0, 0.0, 0.0]) for l in self.lights: light_obj = l light_pos = self._getObjPosition(l) light = light_obj.data L = Vector(light_pos).normalize() V = (Vector(camPos) - Vector(f.cent)).normalize() N = Vector(f.no).normalize() if config.polygons['SHADING'] == 'TOON': NL = ShadingUtils.toonShading(N*L) else: NL = (N*L) # Should we use NL instead of (N*L) here? R = 2 * (N*L) * N - L Ip = light.getEnergy() # Diffuse co-efficient kd = mat.getRef() * Vector(mat.getRGBCol()) for i in [0, 1, 2]: kd[i] *= light.col[i] Idiff = Ip * kd * max(0, NL) # Specular component ks = mat.getSpec() * Vector(mat.getSpecCol()) ns = mat.getHardness() Ispec = Ip * ks * pow(max(0, (V*R)), ns) TotDiffSpec += (Idiff+Ispec) # Ambient component Iamb = Vector(Blender.World.Get()[0].getAmb()) ka = mat.getAmb() # Emissive component (convert to a triplet) ki = Vector([mat.getEmit()]*3) #I = ki + Iamb + (Idiff + Ispec) I = ki + (ka * Iamb) + TotDiffSpec # Set Alpha component I = list(I) I.append(mat.getAlpha()) # Clamp I values between 0 and 1 I = [ min(c, 1) for c in I] I = [ max(0, c) for c in I] # Convert to a value between 0 and 255 tmp_col = [ int(c * 255.0) for c in I] for c in f.col: c.r = tmp_col[0] c.g = tmp_col[1] c.b = tmp_col[2] c.a = tmp_col[3] def _doProjection(self, mesh, projector): """Apply Viewing and Projection tranformations. """ for v in mesh.verts: p = projector.doProjection(v.co[:]) v.co[0] = p[0] v.co[1] = p[1] v.co[2] = p[2] #mesh.recalcNormals() #mesh.update() # We could reeset Camera matrix, since now # we are in Normalized Viewing Coordinates, # but doung that would affect World Coordinate # processing for other objects #self.cameraObj.data.type = 1 #self.cameraObj.data.scale = 2.0 #m = Matrix().identity() #self.cameraObj.setMatrix(m) def _doViewFrustumClipping(self, mesh): """Clip faces against the View Frustum. """ # HSR routines def __simpleDepthSort(self, mesh): """Sort faces by the furthest vertex. This simple mesthod is known also as the painter algorithm, and it solves HSR correctly only for convex meshes. """ global progress # The sorting requires circa n*log(n) steps n = len(mesh.faces) progress.setActivity("HSR: Painter", n*log(n)) by_furthest_z = (lambda f1, f2: progress.update() and cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])) ) # FIXME: using NMesh to sort faces. We should avoid that! nmesh = NMesh.GetRaw(mesh.name) # remember that _higher_ z values mean further points nmesh.faces.sort(by_furthest_z) nmesh.faces.reverse() nmesh.update() def __topologicalDepthSort(self, mesh): """Occlusion based on topological occlusion. Build the occlusion graph of the mesh, and then do topological sort on that graph """ return def __newellDepthSort(self, mesh): """Newell's depth sorting. """ by_furthest_z = (lambda f1, f2: cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])) ) def isOnSegment(v1, v2, p): # when p is at extreme points if p == v1 or p == v2: return False EPS = 10e-7 l1 = (v1-p).length l2 = (v2-p).length l = (v1-v2).length print "l: ", l, " l1: ", l1, " l2: ", l2, "diff: %.9f" % (l - (l1+l2) ) if abs(l - (l1+l2)) < EPS: return True else: return False def Distance(point, face): """ Calculate the distance between a point and a face. An alternative but more expensive method can be: ip = Intersect(Vector(face[0]), Vector(face[1]), Vector(face[2]), Vector(face.no), Vector(point), 0) d = Vector(ip - point).length """ plNormal = Vector(face.no) plVert0 = Vector(face[0]) #d = abs( (point * plNormal ) - (plVert0 * plNormal) ) d = (point * plNormal ) - (plVert0 * plNormal) debug("d: %.10f - sel: %d, %s\n" % (d, face.sel, str(point)) ) return d # FIXME: using NMesh to sort faces. We should avoid that! nmesh = NMesh.GetRaw(mesh.name) # remember that _higher_ z values mean further points nmesh.faces.sort(by_furthest_z) nmesh.faces.reverse() # Begin depth sort tests # use the smooth flag to set marked faces for f in nmesh.faces: f.smooth = 0 facelist = nmesh.faces[:] maplist = [] #EPS = 10e-7 EPS = 0 global progress progress.setActivity("HSR: Newell", len(facelist)) progress.setQuiet(True) #while len(facelist)-1: while len(facelist): P = facelist[0] pSign = 1 if P.sel == 0: pSign = -1 #while False: for Q in facelist[1:]: debug("P.smooth: " + str(P.smooth) + "\n") debug("Q.smooth: " + str(Q.smooth) + "\n") debug("\n") qSign = 1 if Q.sel == 0: qSign = -1 # We need to test only those Qs whose furthest vertex # is closer to the observer than the closest vertex of P. zP = [v.co[2] for v in P.v] zQ = [v.co[2] for v in Q.v] ZOverlap = min(zP) < max(zQ) if not ZOverlap: debug("\nTest 0\n") debug("NOT Z OVERLAP!\n") if not Q.smooth: # We can safely print P break else: continue # Test 1: X extent overlapping xP = [v.co[0] for v in P.v] xQ = [v.co[0] for v in Q.v] notXOverlap = (max(xP) < min(xQ)) or (max(xQ) < min(xP)) if notXOverlap: debug("\nTest 1\n") debug("NOT X OVERLAP!\n") continue # Test 2: Y extent Overlapping yP = [v.co[1] for v in P.v] yQ = [v.co[1] for v in Q.v] notYOverlap = (max(yP) < min(yQ)) or (max(yQ) < min(yP)) if notYOverlap: debug("\nTest 2\n") debug("NOT Y OVERLAP!\n") continue # Test 3: P vertices are all behind the plane of Q n = 0 for Pi in P: print P.col[0] d = qSign * Distance(Vector(Pi), Q) if d > EPS: n += 1 pVerticesBehindPlaneQ = (n == len(P)) if pVerticesBehindPlaneQ: debug("\nTest 3\n") debug("P BEHIND Q!\n") continue # Test 4: Q vertices in front of the plane of P n = 0 for Qi in Q: print Q.col[0] d = pSign * Distance(Vector(Qi), P) if d <= EPS: n += 1 qVerticesInFrontPlaneP = (n == len(Q)) if qVerticesInFrontPlaneP: debug("\nTest 4\n") debug("Q IN FRONT OF P!\n") continue # Test 5: Line Intersections... TODO # Check if polygons effectively overlap each other, not only # boundig boxes as dome before. # Since we We are working in normalized projection coordinates # we kust check if polygons intersect. def projectionsOverlap(P, Q): for i in range(0, len(P.v)): v1 = Vector(P.v[i-1]) v1[2] = 0 v2 = Vector(P.v[i]) v2[2] = 0 for j in range(0, len(Q.v)): v3 = Vector(Q.v[j-1]) v3[2] = 0 v4 = Vector(Q.v[j]) v4[2] = 0 ret = LineIntersect(v1, v2, v3, v4) # if line v1-v2 and v3-v4 intersect both return # values are the same. if ret and ret[0] == ret[1] and isOnSegment(v1, v2, ret[0]) and isOnSegment(v3, v4, ret[1]): debug("Projections OVERLAP!!\n") debug("line1:"+ " M "+ str(v1[0])+','+str(v1[1]) + ' L ' + str(v2[0])+','+str(v2[1]) + '\n' + " M "+ str(v3[0])+','+str(v3[1]) + ' L ' + str(v4[0])+','+str(v4[1]) + '\n' + "\n") debug("return: "+ str(ret)+"\n") return True return False if not projectionsOverlap(P, Q): debug("\nTest 5\n") debug("Projections do not overlap!\n") continue # We do not know if P obscures Q. if Q.smooth == 1: # Split P or Q, TODO debug("Cycle detected!\n") debug("Split here!!\n") continue # The question now is: Does Q obscure P? # Test 3bis: Q vertices are all behind the plane of P n = 0 for Qi in Q: print Q.col[0] d = pSign * Distance(Vector(Qi), P) if d > EPS: n += 1 qVerticesBehindPlaneP = (n == len(Q)) if qVerticesBehindPlaneP: debug("\nTest 3bis\n") debug("Q BEHIND P!\n") # Test 4bis: P vertices in front of the plane of Q n = 0 for Pi in P: print P.col[0] d = qSign * Distance(Vector(Pi), Q) if d <= EPS: n += 1 pVerticesInFrontPlaneQ = (n == len(P)) if pVerticesInFrontPlaneQ: debug("\nTest 4bis\n") debug("P IN FRONT OF Q!\n") import intersection if not qVerticesBehindPlaneP and not pVerticesInFrontPlaneQ: debug("\nSimple Intersection?\n") # Split P or Q, TODO print "Test 3bis or 4bis failed" print "Split here!!2\n" """newfaces = intersection.splitOn(P, Q, 0) print newfaces facelist.remove(Q) for nf in newfaces: if nf: nf.col = Q.col facelist.append(nf) """ break # We do not know if Q.smooth: # split P or Q print "Split here!!\n" """ newfaces = intersection.splitOn(P, Q, 0) facelist.remove(Q) for nf in newfaces: if nf: nf.col = Q.col facelist.append(nf) """ break Q.smooth = 1 facelist.remove(Q) facelist.insert(0, Q) # Write P! P = facelist[0] facelist.remove(P) maplist.append(P) progress .update() nmesh.faces = maplist for f in nmesh.faces: f.sel = 1 nmesh.update() def _doHiddenSurfaceRemoval(self, mesh): """Do HSR for the given mesh. """ if len(mesh.faces) == 0: return if config.polygons['HSR'] == 'PAINTER': print "\nUsing the Painter algorithm for HSR." self.__simpleDepthSort(mesh) elif config.polygons['HSR'] == 'NEWELL': print "\nUsing the Newell's algorithm for HSR." self.__newellDepthSort(mesh) def _doEdgesStyle(self, mesh, edgestyleSelect): """Process Mesh Edges accroding to a given selection style. Examples of algorithms: Contours: given an edge if its adjacent faces have the same normal (that is they are complanar), than deselect it. Silhouettes: given an edge if one its adjacent faces is frontfacing and the other is backfacing, than select it, else deselect. """ Mesh.Mode(Mesh.SelectModes['EDGE']) edge_cache = MeshUtils.buildEdgeFaceUsersCache(mesh) for i,edge_faces in enumerate(edge_cache): mesh.edges[i].sel = 0 if edgestyleSelect(edge_faces): mesh.edges[i].sel = 1 """ for e in mesh.edges: e.sel = 0 if edgestyleSelect(e, mesh): e.sel = 1 """ # --------------------------------------------------------------------- # ## GUI Class and Main Program # # --------------------------------------------------------------------- from Blender import BGL, Draw from Blender.BGL import * class GUI: def _init(): # Output Format menu output_format = config.output['FORMAT'] default_value = outputWriters.keys().index(output_format)+1 GUI.outFormatMenu = Draw.Create(default_value) GUI.evtOutFormatMenu = 0 # Animation toggle button GUI.animToggle = Draw.Create(config.output['ANIMATION']) GUI.evtAnimToggle = 1 # Join Objects toggle button GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS']) GUI.evtJoinObjsToggle = 2 # Render filled polygons GUI.polygonsToggle = Draw.Create(config.polygons['SHOW']) # Shading Style menu shading_style = config.polygons['SHADING'] default_value = shadingStyles.keys().index(shading_style)+1 GUI.shadingStyleMenu = Draw.Create(default_value) GUI.evtShadingStyleMenu = 21 GUI.evtPolygonsToggle = 3 # We hide the config.polygons['EXPANSION_TRICK'], for now # Render polygon edges GUI.showEdgesToggle = Draw.Create(config.edges['SHOW']) GUI.evtShowEdgesToggle = 4 # Render hidden edges GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN']) GUI.evtShowHiddenEdgesToggle = 5 # Edge Style menu edge_style = config.edges['STYLE'] default_value = edgeStyles.keys().index(edge_style)+1 GUI.edgeStyleMenu = Draw.Create(default_value) GUI.evtEdgeStyleMenu = 6 # Edge Width slider GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH']) GUI.evtEdgeWidthSlider = 7 # Edge Color Picker c = config.edges['COLOR'] GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0) GUI.evtEdgeColorPicker = 71 # Render Button GUI.evtRenderButton = 8 # Exit Button GUI.evtExitButton = 9 def draw(): # initialize static members GUI._init() glClear(GL_COLOR_BUFFER_BIT) glColor3f(0.0, 0.0, 0.0) glRasterPos2i(10, 350) Draw.Text("VRM: Vector Rendering Method script. Version %s." % __version__) glRasterPos2i(10, 335) Draw.Text("Press Q or ESC to quit.") # Build the output format menu glRasterPos2i(10, 310) Draw.Text("Select the output Format:") outMenuStruct = "Output Format %t" for t in outputWriters.keys(): outMenuStruct = outMenuStruct + "|%s" % t GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu, 10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format") # Animation toggle GUI.animToggle = Draw.Toggle("Animation", GUI.evtAnimToggle, 10, 260, 160, 18, GUI.animToggle.val, "Toggle rendering of animations") # Join Objects toggle GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle, 10, 235, 160, 18, GUI.joinObjsToggle.val, "Join objects in the rendered file") # Render Button Draw.Button("Render", GUI.evtRenderButton, 10, 210-25, 75, 25+18, "Start Rendering") Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!") # Rendering Styles glRasterPos2i(200, 310) Draw.Text("Rendering Style:") # Render Polygons GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle, 200, 285, 160, 18, GUI.polygonsToggle.val, "Render filled polygons") if GUI.polygonsToggle.val == 1: # Polygon Shading Style shadingStyleMenuStruct = "Shading Style %t" for t in shadingStyles.keys(): shadingStyleMenuStruct = shadingStyleMenuStruct + "|%s" % t.lower() GUI.shadingStyleMenu = Draw.Menu(shadingStyleMenuStruct, GUI.evtShadingStyleMenu, 200, 260, 160, 18, GUI.shadingStyleMenu.val, "Choose the shading style") # Render Edges GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle, 200, 235, 160, 18, GUI.showEdgesToggle.val, "Render polygon edges") if GUI.showEdgesToggle.val == 1: # Edge Style edgeStyleMenuStruct = "Edge Style %t" for t in edgeStyles.keys(): edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower() GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu, 200, 210, 160, 18, GUI.edgeStyleMenu.val, "Choose the edge style") # Edge size GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider, 200, 185, 140, 18, GUI.edgeWidthSlider.val, 0.0, 10.0, 0, "Change Edge Width") # Edge Color GUI.edgeColorPicker = Draw.ColorPicker(GUI.evtEdgeColorPicker, 342, 185, 18, 18, GUI.edgeColorPicker.val, "Choose Edge Color") # Show Hidden Edges GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges", GUI.evtShowHiddenEdgesToggle, 200, 160, 160, 18, GUI.showHiddenEdgesToggle.val, "Render hidden edges as dashed lines") glRasterPos2i(10, 160) Draw.Text("%s (c) 2006" % __author__) def event(evt, val): if evt == Draw.ESCKEY or evt == Draw.QKEY: Draw.Exit() else: return Draw.Redraw(1) def button_event(evt): if evt == GUI.evtExitButton: Draw.Exit() elif evt == GUI.evtOutFormatMenu: i = GUI.outFormatMenu.val - 1 config.output['FORMAT']= outputWriters.keys()[i] elif evt == GUI.evtAnimToggle: config.output['ANIMATION'] = bool(GUI.animToggle.val) elif evt == GUI.evtJoinObjsToggle: config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val) elif evt == GUI.evtPolygonsToggle: config.polygons['SHOW'] = bool(GUI.polygonsToggle.val) elif evt == GUI.evtShadingStyleMenu: i = GUI.shadingStyleMenu.val - 1 config.polygons['SHADING'] = shadingStyles.keys()[i] elif evt == GUI.evtShowEdgesToggle: config.edges['SHOW'] = bool(GUI.showEdgesToggle.val) elif evt == GUI.evtShowHiddenEdgesToggle: config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val) elif evt == GUI.evtEdgeStyleMenu: i = GUI.edgeStyleMenu.val - 1 config.edges['STYLE'] = edgeStyles.keys()[i] elif evt == GUI.evtEdgeWidthSlider: config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val) elif evt == GUI.evtEdgeColorPicker: config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val] elif evt == GUI.evtRenderButton: label = "Save %s" % config.output['FORMAT'] # Show the File Selector global outputfile Blender.Window.FileSelector(vectorize, label, outputfile) else: print "Event: %d not handled!" % evt if evt: Draw.Redraw(1) #GUI.conf_debug() def conf_debug(): from pprint import pprint print "\nConfig" pprint(config.output) pprint(config.polygons) pprint(config.edges) _init = staticmethod(_init) draw = staticmethod(draw) event = staticmethod(event) button_event = staticmethod(button_event) conf_debug = staticmethod(conf_debug) # A wrapper function for the vectorizing process def vectorize(filename): """The vectorizing process is as follows: - Instanciate the writer and the renderer - Render! """ if filename == "": print "\nERROR: invalid file name!" return from Blender import Window editmode = Window.EditMode() if editmode: Window.EditMode(0) actualWriter = outputWriters[config.output['FORMAT']] writer = actualWriter(filename) renderer = Renderer() renderer.doRendering(writer, config.output['ANIMATION']) if editmode: Window.EditMode(1) # We use a global progress Indicator Object progress = None # Here the main if __name__ == "__main__": global progress outputfile = "" basename = Blender.sys.basename(Blender.Get('filename')) if basename != "": outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower() if Blender.mode == 'background': progress = ConsoleProgressIndicator() vectorize(outputfile) else: progress = GraphicalProgressIndicator() Draw.Register(GUI.draw, GUI.event, GUI.button_event)