#!BPY """ Name: 'VRM' Blender: 241 Group: 'Export' Tooltip: 'Vector Rendering Method Export Script 0.3' """ # --------------------------------------------------------------------- # 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 # # --------------------------------------------------------------------- # # NOTE: I do not know who is the original author of 'vrm'. # The present code is almost entirely rewritten from scratch, # but if I have to give credits to anyone, please let me know, # so I can update the copyright. # # --------------------------------------------------------------------- # # Additional credits: # Thanks to Emilio Aguirre for S2flender from which I took inspirations :) # Thanks to Anthony C. D'Agostino for the original backface.py script # # --------------------------------------------------------------------- import Blender from Blender import Scene, Object, Mesh, NMesh, Lamp, Camera from Blender.Mathutils import * from math import * # --------------------------------------------------------------------- # ## 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, and also on object transformation matrix. """ camera = cameraObj.getData() aspect = float(canvasRatio[0])/float(canvasRatio[1]) near = camera.clipStart far = camera.clipEnd fovy = atan(0.5/aspect/(camera.lens/32)) fovy = fovy * 360/pi # What projection do we want? if camera.type: m2 = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale) else: m2 = self._calcPerspectiveMatrix(fovy, aspect, near, far) # View transformation cam = Matrix(cameraObj.getInverseMatrix()) cam.transpose() # FIXME: remove the commented part, we used to pass object in local # coordinates, but this is not very clean, we should apply modelview # tranformations _before_ (at some other level). #m1 = Matrix(obMesh.getMatrix()) #m1.transpose() #mP = cam * m1 mP = cam mP = m2 * mP 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 need the vertex expressed 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] 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.""" top = near * tan(fovy * pi / 360.0) * (scale * 10) 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 # --------------------------------------------------------------------- # ## Object representation class # # --------------------------------------------------------------------- # TODO: a class to represent the needed properties of a 2D vector image # Just use a NMesh 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: - printCanvas(mesh) --- where mesh is as specified before. """ def __init__(self, fileName): """Open the file named #fileName# and set the canvas size.""" self.file = open(fileName, "w") print "Outputting to: ", fileName context = Scene.GetCurrent().getRenderingContext() self.canvasSize = ( context.imageSizeX(), context.imageSizeY() ) ## # Public Methods # def printCanvas(mesh): return ## # Private Methods # def _printHeader(): return def _printFooter(): return ## SVG Writer class SVGVectorWriter(VectorWriter): """A concrete class for writing SVG output. The class does not support animations, yet. Sorry. """ def __init__(self, file): """Simply call the parent Contructor.""" VectorWriter.__init__(self, file) ## # Public Methods # def open(self): self._printHeader() def close(self): self._printFooter() def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False): """Convert the scene representation to SVG.""" Objects = scene.getChildren() for obj in Objects: if(obj.getType() != 'Mesh'): continue # self.file.write("\n") if doPrintPolygons: for face in obj.getData().faces: self._printPolygon(face) if doPrintEdges: self._printEdges(obj.getData(), showHiddenEdges) self.file.write("\n") ## # Private Methods # def _printHeader(self): """Print SVG header.""" self.file.write("\n") self.file.write("\n") self.file.write("\n\n" % self.canvasSize) def _printFooter(self): """Print the SVG footer.""" self.file.write("\n\n") self.file.close() def _printEdges(self, mesh, showHiddenEdges=False): """Print the wireframe using mesh edges... is this the correct way? """ stroke_width=0.5 stroke_col = [0, 0, 0] self.file.write("\n") for e in mesh.edges: hidden_stroke_style = "" # And edge is selected if both vertives are selected if e.v1.sel == 0 or e.v2.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") def _printPolygon(self, face): """Print our primitive, finally. """ wireframe = False stroke_width=0.5 self.file.write("\n") def _calcCanvasCoord(self, v): pt = Vector([0, 0, 0]) mW = self.canvasSize[0]/2 mH = self.canvasSize[1]/2 # rescale to canvas size pt[0] = round(v[0]*mW)+mW pt[1] = round(v[1]*mH)+mH # 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 # --------------------------------------------------------------------- # ## Rendering Classes # # --------------------------------------------------------------------- class Renderer: """Render a scene viewed from a given camera. This class is responsible of the rendering process, hence transformation and projection of the ojects in the scene are invoked by the renderer. The user can optionally provide a specific camera for the rendering, see the #doRendering# method for more informations. """ def __init__(self): """Make the rendering process only for the current scene by default. """ # Render the current Scene set as a READ-ONLY property self._SCENE = Scene.GetCurrent() # Use the aspect ratio of the scene rendering context context = self._SCENE.getRenderingContext() self.canvasRatio = (context.aspectRatioX(), context.aspectRatioY()) # Render from the currently active camera self.camera = self._SCENE.getCurrentCamera() ## # Public Methods # def doRendering(self, outputWriter, animation=0): """Render picture or animation and write it out. The parameters are: - a Vector writer object than will be used to output the result. - a flag to tell if we want to render an animation or the only current frame. """ context = self._SCENE.getRenderingContext() currentFrame = context.currentFrame() # Handle the animation case if animation == 0: startFrame = currentFrame endFrame = startFrame else: startFrame = context.startFrame() endFrame = context.endFrame() # Do the rendering process frame by frame print "Start Rendering!" for f in range(startFrame, endFrame+1): context.currentFrame(f) renderedScene = self.doRenderScene(self._SCENE) outputWriter.printCanvas(renderedScene, doPrintPolygons=False, doPrintEdges=True, showHiddenEdges=True) # clear the rendered scene self._SCENE.makeCurrent() Scene.unlink(renderedScene) del renderedScene print "Done!" context.currentFrame(currentFrame) def doRenderScene(self, inputScene): """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. """ # Use some temporary workspace, a full copy of the scene workScene = inputScene.copy(2) # Get a projector for this scene. # NOTE: the projector wants object in world coordinates, # so we should apply modelview transformations _before_ # projection transformations proj = Projector(self.camera, self.canvasRatio) # global processing of the scene self._doDepthSorting(workScene) # Per object activities Objects = workScene.getChildren() for obj in Objects: if (obj.getType() != 'Mesh'): print "Type:", obj.getType(), "\tSorry, only mesh Object supported!" continue # self._doModelViewTransformations(obj) self._doBackFaceCulling(obj) self._doColorAndLighting(obj) # 'style' can be a function that determine # if an edge should be showed? self._doEdgesStyle(obj, style=None) self._doProjection(obj, proj) return workScene def oldRenderScene(scene): # Per object activities Objects = workScene.getChildren() for obj in Objects: if (obj.getType() != 'Mesh'): print "Type:", obj.getType(), "\tSorry, only mesh Object supported!" continue # Get a projector for this object proj = Projector(self.camera, obj, self.canvasSize) # Let's store the transformed data transformed_mesh = NMesh.New("flat"+obj.name) transformed_mesh.hasVertexColours(1) # process Edges self._doProcessEdges(obj) for v in obj.getData().verts: transformed_mesh.verts.append(v) transformed_mesh.edges = self._processEdges(obj.getData().edges) #print transformed_mesh.edges # Store the materials materials = obj.getData().getMaterials() meshfaces = obj.getData().faces for face in meshfaces: # if the face is visible flatten it on the "picture plane" if self._isFaceVisible(face, obj, cameraObj): # Store transformed face newface = NMesh.Face() for vert in face: p = proj.doProjection(vert.co) tmp_vert = NMesh.Vert(p[0], p[1], p[2]) # Add the vert to the mesh transformed_mesh.verts.append(tmp_vert) newface.v.append(tmp_vert) # Per-face color calculation # code taken mostly from the original vrm script # TODO: understand the code and rewrite it clearly ambient = -150 fakelight = Object.Get("Lamp").loc if fakelight == None: fakelight = [1.0, 1.0, -0.3] norm = Vector(face.no) vektori = (norm[0]*fakelight[0]+norm[1]*fakelight[1]+norm[2]*fakelight[2]) vduzine = fabs(sqrt(pow(norm[0],2)+pow(norm[1],2)+pow(norm[2],2))*sqrt(pow(fakelight[0],2)+pow(fakelight[1],2)+pow(fakelight[2],2))) intensity = floor(ambient + 200*acos(vektori/vduzine))/200 if intensity < 0: intensity = 0 if materials: tmp_col = materials[face.mat].getRGBCol() else: tmp_col = [0.5, 0.5, 0.5] tmp_col = [ (c>intensity) and int(round((c-intensity)*10)*25.5) for c in tmp_col ] vcol = NMesh.Col(tmp_col[0], tmp_col[1], tmp_col[2]) newface.col = [vcol, vcol, vcol, 255] transformed_mesh.addFace(newface) # at the end of the loop on obj transformed_obj = Object.New(obj.getType(), "flat"+obj.name) transformed_obj.link(transformed_mesh) transformed_obj.loc = obj.loc newscene.link(transformed_obj) return workScene ## # Private Methods # # Faces methods def _isFaceVisible(self, face, obj, camObj): """Determine if a face of an object is visible from a given camera. The normals need to be transformed, but note that we should apply only the rotation part of the tranformation matrix, since the normals are normalized and they can be intended as starting from the origin. 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 corresponds somehow to the dot product between the two. If the product results <= 0 then the angle between the two vectors is less that 90 degrees and 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. """ # The transformation matrix of the object mObj = Matrix(obj.getMatrix()) mObj.transpose() # The normal after applying the current object rotation #normal = mObj.rotationPart() * Vector(face.no) normal = Vector(face.no) # View vector in orthographics projections can be considered simply s the # camera position #view_vect = Vector(camObj.loc) # View vector as in perspective projections # it is the dofference between the camera position and # one point of the face, we choose the first point, # but maybe a better choice may be the farthest point from the camera. point = Vector(face[0].co) #point = mObj * point.resize4D() #point.resize3D() view_vect = Vector(camObj.loc) - point # if d <= 0 the face is visible from the camera d = view_vect * normal if d <= 0: return False else: return True # Scene methods def _doClipping(): return def _doDepthSorting(self, scene): cameraObj = self.camera Objects = scene.getChildren() Objects.sort(lambda obj1, obj2: cmp(Vector(Vector(cameraObj.loc) - Vector(obj1.loc)).length, Vector(Vector(cameraObj.loc) - Vector(obj2.loc)).length ) ) # hackish sorting of faces according to the max z value of a vertex for o in Objects: if (o.getType() != 'Mesh'): continue # mesh = o.data mesh.faces.sort( lambda f1, f2: # Sort faces according to the min z coordinate in a face #cmp(min([v[2] for v in f1]), min([v[2] for v in f2]))) # Sort faces according to the max z coordinate in a face cmp(max([v[2] for v in f1]), max([v[2] for v in f2]))) # Sort faces according to the avg z coordinate in a face #cmp(sum([v[2] for v in f1])/len(f1), sum([v[2] for v in f2])/len(f2))) mesh.faces.reverse() mesh.update() # update the scene # FIXME: check if it is correct scene.update() #for o in scene.getChildren(): # scene.unlink(o) #for o in Objects: # scene.link(o) # Per object methods def _doModelViewTransformations(self, object): if(object.getType() != 'Mesh'): return matMV = object.matrix mesh = object.data mesh.transform(matMV, True) mesh.update() def _doBackFaceCulling(self, object): if(object.getType() != 'Mesh'): return print "doing Backface Culling" mesh = object.data # Select all vertices, so edges without faces can be displayed 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, object, self.camera): f.sel = 1 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 mesh.update() #Mesh.Mode(Mesh.SelectModes['VERTEX']) def _doColorAndLighting(self, object): return def _doEdgesStyle(self, object, style): """Process Mesh Edges. (For now copy the edge data, in next version it can be a place where recognize silouhettes and/or contours). input: an edge list return: a processed edge list """ return def _doProjection(self, object, projector): if(object.getType() != 'Mesh'): return mesh = object.data for v in mesh.verts: p = projector.doProjection(v.co) v[0] = p[0] v[1] = p[1] v[2] = p[2] mesh.update() # --------------------------------------------------------------------- # ## Main Program # # --------------------------------------------------------------------- # FIXME: really hackish code, just to test if the other parts work def vectorize(filename): """The vectorizing process is as follows: - Open the writer - Render the scene - Close the writer If you want to render an animation the second pass should be repeated for any frame, and the frame number should be passed to the renderer. """ writer = SVGVectorWriter(filename) writer.open() renderer = Renderer() renderer.doRendering(writer) writer.close() # Here the main if __name__ == "__main__": # with this trick we can run the script in batch mode try: Blender.Window.FileSelector (vectorize, 'Save SVG', "proba.svg") Blender.Redraw() except: from Blender import Window editmode = Window.EditMode() if editmode: Window.EditMode(0) vectorize("proba.svg") if editmode: Window.EditMode(1)