#!BPY
"""
Name: 'VRM'
Blender: 241
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).
# - Implement Edge coloring
# - 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
PRINT_POLYGONS = True
POLYGON_EXPANSION_TRICK = True # Hidden to the user for now
PRINT_EDGES = False
SHOW_HIDDEN_EDGES = False
EDGE_STYLE = 'silhouette'
EDGES_WIDTH = 0.5
RENDER_ANIMATION = False
OPTIMIZE_FOR_SPACE = True
OUTPUT_FORMAT = 'SVG'
# ---------------------------------------------------------------------
#
## 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 isVisibleEdge(e, mesh):
"""Normal edge selection rule.
An 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
getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
isVisibleEdge = staticmethod(isVisibleEdge)
isSilhouetteEdge = staticmethod(isSilhouetteEdge)
# ---------------------------------------------------------------------
#
## 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:
#mP = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale)
mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
else:
mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
# 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
p = self.projectionMatrix * Vector(v).resize4D()
if p[3]>0:
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")
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=EDGES_WIDTH
stroke_col = [0, 0, 0]
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 all the different edge styles and their edge
# selection criteria
edgeSelectionStyles = {
'normal': MeshUtils.isVisibleEdge,
'silhouette': MeshUtils.isSilhouetteEdge
}
# A dictionary to collect the supported output formats
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()
currentFrame = context.currentFrame()
# Handle the animation case
if not animation:
startFrame = currentFrame
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:
self._SCENE.makeCurrent()
Scene.unlink(inputScene)
del inputScene
outputWriter.printCanvas(renderedScene,
doPrintPolygons = PRINT_POLYGONS,
doPrintEdges = PRINT_EDGES,
showHiddenEdges = SHOW_HIDDEN_EDGES)
# clear the rendered scene
self._SCENE.makeCurrent()
Scene.unlink(renderedScene)
del renderedScene
outputWriter.close()
print "Done!"
context.currentFrame(currentFrame)
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)
# XXX: Joining objects does not work in batch mode!!
# Do not touch the following if, please :)
global OPTIMIZE_FOR_SPACE
if Blender.mode == 'background':
print "\nWARNING! Joining objects not supported in background mode!\n"
OPTIMIZE_FOR_SPACE = False
if OPTIMIZE_FOR_SPACE:
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()
self._doModelToWorldCoordinates(mesh, obj.matrix)
self._doObjectDepthSorting(mesh)
# We use both Mesh and NMesh because for depth sorting we change
# face order and Mesh class don't let us to do that.
mesh.update()
mesh = obj.getData(mesh=1)
self._doBackFaceCulling(mesh)
self._doColorAndLighting(mesh)
self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_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.
"""
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()
bigObj = Object.New('Mesh', 'BigOne')
bigObj.link(mesh)
bigObj.join(oList)
scene.link(bigObj)
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.
"""
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)))
mesh.faces.sort(by_max_vert_dist)
mesh.faces.reverse()
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
# Is this the correct way to propagate the face selection info to the
# vertices belonging to a face ??
# TODO: Using the Mesh module this should come for free. Right?
#Mesh.Mode(Mesh.SelectModes['VERTEX'])
#for f in mesh.faces:
# if not f.sel:
# for v in f: v.sel = 0;
#for f in mesh.faces:
# if f.sel:
# for v in f: v.sel = 1;
def _doColorAndLighting(self, mesh):
"""Apply an Illumination model to the object.
The Illumination 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.v[0].co)).normalize()
N = Vector(f.no).normalize()
R = 2 * (N*L) * N - L
# TODO: Attenuation factor (not used for now)
a0 = 1; a1 = 0.0; a2 = 0.0
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()
Idiff = Ip * kd * (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]
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
default_value = outputWriters.keys().index(OUTPUT_FORMAT)+1
GUI.outFormatMenu = Draw.Create(default_value)
GUI.evtOutFormatMenu = 0
# Animation toggle button
GUI.animToggle = Draw.Create(RENDER_ANIMATION)
GUI.evtAnimToggle = 1
# Join Objects toggle button
GUI.joinObjsToggle = Draw.Create(OPTIMIZE_FOR_SPACE)
GUI.evtJoinObjsToggle = 2
# Render filled polygons
GUI.polygonsToggle = Draw.Create(PRINT_POLYGONS)
GUI.evtPolygonsToggle = 3
# We hide the POLYGON_EXPANSION_TRICK, for now
# Render polygon edges
GUI.showEdgesToggle = Draw.Create(PRINT_EDGES)
GUI.evtShowEdgesToggle = 4
# Render hidden edges
GUI.showHiddenEdgesToggle = Draw.Create(SHOW_HIDDEN_EDGES)
GUI.evtShowHiddenEdgesToggle = 5
# Edge Style menu
default_value = edgeSelectionStyles.keys().index(EDGE_STYLE)+1
GUI.edgeStyleMenu = Draw.Create(default_value)
GUI.evtEdgeStyleMenu = 6
# Edge Width slider
GUI.edgeWidthSlider = Draw.Create(EDGES_WIDTH)
GUI.evtEdgeWidthSlider = 7
# 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")
# Render Edges
GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle,
200, 260, 160, 18, GUI.showEdgesToggle.val,
"Render polygon edges")
if GUI.showEdgesToggle.val == 1:
# Edge Style
edgeStyleMenuStruct = "Edge Style %t"
for t in edgeSelectionStyles.keys():
edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t
GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
200, 235, 160, 18, GUI.edgeStyleMenu.val,
"Choose the edge style")
# Edge size
GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
200, 210, 160, 18, GUI.edgeWidthSlider.val,
0.0, 10.0, 0, "Change Edge Width")
# Show Hidden Edges
GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges",
GUI.evtShowHiddenEdgesToggle,
200, 185, 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):
global PRINT_POLYGONS
global POLYGON_EXPANSION_TRICK
global PRINT_EDGES
global SHOW_HIDDEN_EDGES
global EDGE_STYLE
global EDGES_WIDTH
global RENDER_ANIMATION
global OPTIMIZE_FOR_SPACE
global OUTPUT_FORMAT
if evt == GUI.evtExitButton:
Draw.Exit()
elif evt == GUI.evtOutFormatMenu:
i = GUI.outFormatMenu.val - 1
OUTPUT_FORMAT = outputWriters.keys()[i]
elif evt == GUI.evtAnimToggle:
RENDER_ANIMATION = bool(GUI.animToggle.val)
elif evt == GUI.evtJoinObjsToggle:
OPTIMIZE_FOR_SPACE = bool(GUI.joinObjsToggle.val)
elif evt == GUI.evtPolygonsToggle:
PRINT_POLYGONS = bool(GUI.polygonsToggle.val)
elif evt == GUI.evtShowEdgesToggle:
PRINT_EDGES = bool(GUI.showEdgesToggle.val)
elif evt == GUI.evtShowHiddenEdgesToggle:
SHOW_HIDDEN_EDGES = bool(GUI.showHiddenEdgesToggle.val)
elif evt == GUI.evtEdgeStyleMenu:
i = GUI.edgeStyleMenu.val - 1
EDGE_STYLE = edgeSelectionStyles.keys()[i]
elif evt == GUI.evtEdgeWidthSlider:
EDGES_WIDTH = float(GUI.edgeWidthSlider.val)
elif evt == GUI.evtRenderButton:
label = "Save %s" % 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():
print
print "PRINT_POLYGONS:", PRINT_POLYGONS
print "POLYGON_EXPANSION_TRICK:", POLYGON_EXPANSION_TRICK
print "PRINT_EDGES:", PRINT_EDGES
print "SHOW_HIDDEN_EDGES:", SHOW_HIDDEN_EDGES
print "EDGE_STYLE:", EDGE_STYLE
print "EDGES_WIDTH:", EDGES_WIDTH
print "RENDER_ANIMATION:", RENDER_ANIMATION
print "OPTIMIZE_FOR_SPACE:", OPTIMIZE_FOR_SPACE
print "OUTPUT_FORMAT:", OUTPUT_FORMAT
_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[OUTPUT_FORMAT]
writer = actualWriter(filename)
renderer = Renderer()
renderer.doRendering(writer, RENDER_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(OUTPUT_FORMAT).lower()
if Blender.mode == 'background':
vectorize(outputfile)
else:
Draw.Register(GUI.draw, GUI.event, GUI.button_event)