#!BPY """ Name: 'VRM' Blender: 242 Group: 'Render' Tooltip: 'Vector Rendering Method script' """ __author__ = "Antonio Ospite" __url__ = ["http://vrm.projects.blender.org"] __version__ = "0.3" __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: # - Switch to the Mesh structure, should be considerably faster # (partially done, but with Mesh we cannot sort faces, yet) # - Use a better depth sorting algorithm # - Review how selections are made (this script uses selection states of # primitives to represent visibility infos) # - Implement clipping of primitives and do handle object intersections. # (for now only clipping for whole objects is supported). # - Implement Edge Styles (silhouettes, contours, etc.) (partially done). # - Use multiple lighting sources in color calculation # - Implement Shading Styles? (for now we use Flat Shading). # - 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. # - Add Vector Writers other that SVG. # - Consider SMIL for animation handling instead of ECMA Script? (Firefox do # not support SMIL for animations) # - FIX the issue with negative scales in object tranformations! # # --------------------------------------------------------------------- # # Changelog: # # vrm-0.3.py - 2006-05-19 # * First release after code restucturing. # Now the script offers a useful set of functionalities # and it can render animations, too. # # --------------------------------------------------------------------- import Blender from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera from Blender.Mathutils import * from math import * # Some global settings class config: polygons = dict() polygons['SHOW'] = True polygons['SHADING'] = 'TOON' # Hidden to the user for now polygons['EXPANSION_TRICK'] = True edges = dict() edges['SHOW'] = True edges['SHOW_HIDDEN'] = False edges['STYLE'] = 'SILHOUETTE' edges['WIDTH'] = 2 edges['COLOR'] = [0, 0, 0] output = dict() output['FORMAT'] = 'SVG' output['ANIMATION'] = False output['JOIN_OBJECTS'] = True # --------------------------------------------------------------------- # ## Utility Mesh class # # --------------------------------------------------------------------- class MeshUtils: def getEdgeAdjacentFaces(edge, mesh): """Get the faces adjacent to a given edge. There can be 0, 1 or more (usually 2) faces adjacent to an edge. """ adjface_list = [] for f in mesh.faces: if (edge.v1 in f.v) and (edge.v2 in f.v): adjface_list.append(f) return adjface_list def isMeshEdge(e, mesh): """Mesh edge rule. A mesh edge is visible if _any_ 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. """ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh) 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(e, mesh): """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. """ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh) 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 def toonShading(u): levels = 2 texels = 2*levels - 1 map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0] v = 1.0 for i in range(0, len(map)-1): pivot = (map[i]+map[i+1])/2.0 j = int(u>pivot) v = map[i+j] if v0: p[0] = p[0]/p[3] p[1] = p[1]/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 # --------------------------------------------------------------------- # ## 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 a given 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, 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!" for f in range(startFrame, endFrame+1): context.currentFrame(f) # Use some temporary workspace, a full copy of the scene inputScene = self._SCENE.copy(2) 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']) # clear 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._doConvertGeometricObjToMesh(workScene) #self._doSceneClipping(workScene) if config.output['JOIN_OBJECTS']: self._joinMeshObjectsInScene(workScene) self._doSceneDepthSorting(workScene) # Per object activities Objects = workScene.getChildren() for obj in Objects: if obj.getType() != 'Mesh': print "Only Mesh supported! - Skipping type:", obj.getType() continue print "Rendering: ", obj.getName() mesh = obj.getData(mesh=1) self._doModelToWorldCoordinates(mesh, obj.matrix) self._doBackFaceCulling(mesh) self._doObjectDepthSorting(mesh) self._doColorAndLighting(mesh) self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']]) self._doProjection(mesh, self.proj) # 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 _cameraViewDirection(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._cameraViewDirection() # 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 _doConvertGeometricObjToMesh(self, scene): """Convert all "geometric" objects to mesh ones. """ geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] 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 _doSceneClipping(self, scene): """Clip objects against the View Frustum. For now clip away only objects according to their center position. """ cpos = self._getObjPosition(self.cameraObj) view_vect = self._cameraViewDirection() 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 _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. """ if Blender.mode == 'background': print "\nWARNING! Joining objects not supported in background mode!\n" return 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 "Can't Join Objects" scene.unlink(bigObj) return except TypeError: print "Objects Type error?" for o in oList: scene.unlink(o) scene.update() # Per object 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 _doModelToWorldCoordinates(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 _doObjectDepthSorting(self, mesh): """Sort faces in an object. The faces in the object are sorted following the distance of the vertices from the camera position. """ if len(mesh.faces) == 0: return c = self._getObjPosition(self.cameraObj) # hackish sorting of faces # Sort faces according to the max distance from the camera by_max_vert_dist = (lambda f1, f2: cmp(max([(Vector(v.co)-Vector(c)).length for v in f1]), max([(Vector(v.co)-Vector(c)).length for v in f2]))) # Sort faces according to the min distance from the camera by_min_vert_dist = (lambda f1, f2: cmp(min([(Vector(v.co)-Vector(c)).length for v in f1]), min([(Vector(v.co)-Vector(c)).length for v in f2]))) # Sort faces according to the avg distance from the camera by_avg_vert_dist = (lambda f1, f2: cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1), sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2))) # FIXME: using NMesh to sort faces. We should avoid that! nmesh = NMesh.GetRaw(mesh.name) nmesh.faces.sort(by_max_vert_dist) nmesh.faces.reverse() # Get visible faces #vf = nmesh.faces #while len(vf)>1: # p1 = vf[0] # insideList = mesh.faces.delete(1, range(0, len(mesh.faces))) for i,f in enumerate(nmesh.faces): fv = [v.index for v in f.v] mesh.faces.extend(fv) mesh.faces[i].mat = f.mat mesh.faces[i].sel = f.sel 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 _doColorAndLighting(self, mesh): """Apply an Illumination ans 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 # TODO: use multiple lighting sources light_obj = self.lights[0] light_pos = self._getObjPosition(light_obj) light = light_obj.data 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') L = Vector(light_pos).normalize() V = (Vector(camPos) - Vector(f.cent)).normalize() N = Vector(f.no).normalize() R = 2 * (N*L) * N - L # TODO: Attenuation factor (not used for now) a0 = 1.0; a1 = 0.0; a2 = 1.0 d = (Vector(f.v[0].co) - Vector(light_pos)).length fd = min(1, 1.0/(a0 + a1*d + a2*(d*d))) # Ambient component Ia = 1.0 ka = mat.getAmb() * Vector([0.1, 0.1, 0.1]) Iamb = Ia * ka # Diffuse component (add light.col for kd) kd = mat.getRef() * Vector(mat.getRGBCol()) Ip = light.getEnergy() if config.polygons['SHADING'] == 'FLAT': Idiff = Ip * kd * (N*L) elif config.polygons['SHADING'] == 'TOON': Idiff = Ip * kd * MeshUtils.toonShading(N*L) # Specular component ks = mat.getSpec() * Vector(mat.getSpecCol()) ns = mat.getHardness() Ispec = Ip * ks * pow((V*R), ns) # Emissive component ki = Vector([mat.getEmit()]*3) I = ki + Iamb + (Idiff + Ispec) # 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 _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']) for e in mesh.edges: e.sel = 0 if edgestyleSelect(e, mesh): e.sel = 1 def _doProjection(self, mesh, projector): """Calculate the Projection for the object. """ # TODO: maybe using the object.transform() can be faster? 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] # --------------------------------------------------------------------- # ## 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.") 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("Antonio Ospite (c) 2006") 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.outpur['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) # Here the main if __name__ == "__main__": 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': vectorize(outputfile) else: Draw.Register(GUI.draw, GUI.event, GUI.button_event)