#!BPY
"""
Name: 'VRM'
-Blender: 242
+Blender: 245
Group: 'Render'
Tooltip: 'Vector Rendering Method script'
"""
"""
# ---------------------------------------------------------------------
-# Copyright (c) 2006 Antonio Ospite
+# Copyright (c) 2006, 2007, 2008 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
# from scratch but Nikola gave me the idea, so I thank him publicly.
#
# ---------------------------------------------------------------------
-#
+#
# Things TODO for a next release:
+# - Shadeless shader
# - FIX the issue with negative scales in object tranformations!
# - Use a better depth sorting algorithm
# - 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?
+# - 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
# - Check memory use!!
#
# ---------------------------------------------------------------------
-#
-# 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.
-# * Initial SWF output support (using ming)
-# * Fixed a bug in the animation code, now the projection matrix is
-# recalculated at each frame!
-# * PDF output (using reportlab)
-# * Fixed another problem in the animation code the current frame was off
-# by one in the case of camera movement.
-# * Use fps as specified in blender when VectorWriter handles animation
-# * Remove the real file opening in the abstract VectorWriter
-# * View frustum clipping
-# * Scene clipping done using bounding box instead of object center
-# * Fix camera type selection for blender>2.43 (Thanks to Thomas Lachmann)
-# * Compatibility with python 2.3
-# * Process only object that are on visible layers.
-#
-# ---------------------------------------------------------------------
import Blender
from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window
from math import *
import sys, time
+try:
+ set()
+except NameError:
+ from sets import Set as set
+
+
def uniq(alist):
tmpdict = dict()
return [tmpdict.setdefault(e,e) for e in alist if e not in tmpdict]
progress = None
-# Some global settings
+# Config class for global settings
class config:
polygons = dict()
polygons['SHOW'] = True
polygons['SHADING'] = 'FLAT' # FLAT or TOON
- polygons['HSR'] = 'NEWELL' # PAINTER or NEWELL
+ polygons['HSR'] = 'PAINTER' # PAINTER or NEWELL
# Hidden to the user for now
polygons['EXPANSION_TRICK'] = True
output['ANIMATION'] = False
output['JOIN_OBJECTS'] = True
+ def saveToRegistry():
+ registry = {}
+
+ for k,v in config.__dict__.iteritems():
+
+ # config class store settings in dictionaries
+ if v.__class__ == dict().__class__:
+
+ regkey_prefix = k.upper()+"_"
+
+ for opt_k,opt_v in v.iteritems():
+ regkey = regkey_prefix + opt_k
+
+ registry[regkey] = opt_v
+
+ Blender.Registry.SetKey('VRM', registry, True)
+
+ saveToRegistry = staticmethod(saveToRegistry)
+
+ def loadFromRegistry():
+ registry = Blender.Registry.GetKey('VRM', True)
+ if not registry:
+ return
+
+ for k,v in registry.iteritems():
+ k_tmp = k.split('_')
+ conf_attr = k_tmp[0].lower()
+ conf_key = str.join("_",k_tmp[1:])
+ conf_val = v
+
+ if config.__dict__.has_key(conf_attr):
+ config.__dict__[conf_attr][conf_key] = conf_val
+
+ loadFromRegistry = staticmethod(loadFromRegistry)
+
# Utility functions
print_debug = False
sys.stderr.write(msg)
def EQ(v1, v2):
- return (abs(v1[0]-v2[0]) < EPS and
+ return (abs(v1[0]-v2[0]) < EPS and
abs(v1[1]-v2[1]) < EPS )
by_furthest_z = (lambda f1, f2:
cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS)
Geometric objects lying in a common plane are said to be coplanar.
Three noncollinear points determine a plane and so are trivially coplanar.
Four points are coplanar iff the volume of the tetrahedron defined by them is
- 0,
-
+ 0,
+
| x_1 y_1 z_1 1 |
| x_2 y_2 z_2 1 |
| x_3 y_3 z_3 1 |
def det(a, b, c):
return ((b[0] - a[0]) * (c[1] - a[1]) -
(b[1] - a[1]) * (c[0] - a[0]) )
-
+
det = staticmethod(det)
def pointInPolygon(q, P):
#
#newfaces = splitOn(plane, f)
-
+
if newfaces == None:
print "Big FAT problem, we weren't able to split POLYGONS!"
raise AssertionError
#print "d0:", d0, "d1:", d1
- # if the vertex lies in the cutplane
+ # if the vertex lies in the cutplane
if abs(d1) < EPS:
#print "d1 On cutplane"
posVertList.append(V1)
else:
negVertList.append(V1)
-
+
# uniq for python > 2.4
#posVertList = [ u for u in posVertList if u not in locals()['_[1]'] ]
#negVertList = [ u for u in negVertList if u not in locals()['_[1]'] ]
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
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):
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.
"""
else:
camPersp = 'persp'
camOrtho = 'ortho'
-
+
# What projection do we want?
if camera.type == camPersp:
- mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+ mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
elif camera.type == camOrtho:
mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
-
+
# View transformation
cam = Matrix(cameraObj.getInverseMatrix())
- cam.transpose()
-
+ cam.transpose()
+
mP = mP * cam
self.projectionMatrix = mP
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]
##
# 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
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],
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
+ bottom = -top
left = bottom * aspect
right= top * aspect
rl = right-left
tb = top-bottom
- fn = near-far
+ fn = near-far
tx = -((right+left)/rl)
ty = -((top+bottom)/tb)
tz = ((far+near)/fn)
[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
class Progress:
"""A model for a progress indicator.
-
+
Do the progress calculation calculation and
the view independent stuff of a progress indicator.
"""
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)
- printCanvas(self, scene,
doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False):
"""
-
+
def __init__(self, fileName):
"""Set the output file name and other properties"""
+ try:
+ config.writer
+ except:
+ config.writer = dict()
+ config.writer['SETTING'] = True
+
self.outputFileName = fileName
-
+
context = Scene.GetCurrent().getRenderingContext()
self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
##
# Public Methods
#
-
+
def open(self, startFrame=1, endFrame=1):
if startFrame != endFrame:
self.startFrame = startFrame
"""This is the interface for the needed printing routine.
"""
return
-
+
## SVG Writer
# remember to call the close method of the parent as last
VectorWriter.close(self)
-
+
def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
showHiddenEdges=False):
"""Convert the scene representation to SVG.
"""
- Objects = scene.getChildren()
+ Objects = scene.objects
context = scene.getRenderingContext()
framenumber = context.currentFrame()
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("<g id=\"frame%d\" style=\"%s\">\n" %
(framenumber, framestyle) )
if doPrintEdges:
self._printEdges(mesh, showHiddenEdges)
-
+
self.file.write("</g>\n")
self.file.write("</g>\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
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):
}
\n]]></script>\n
\n""")
-
+
def _printFooter(self):
"""Print the SVG footer."""
self.file.write("\n</svg>\n")
- def _printPolygons(self, mesh):
+ def _printPolygons(self, mesh):
"""Print the selected (visible) polygons.
"""
for v in face.v[1:]:
p = self._calcCanvasCoord(v)
self.file.write("%g,%g " % (p[0], p[1]))
-
+
# get rid of the last blank space, just cosmetics here.
- self.file.seek(-1, 1)
+ self.file.seek(-1, 1)
self.file.write(" z\"\n")
-
+
# take as face color the first vertex color
if face.col:
fcol = face.col[0]
stroke_width = config.edges['WIDTH']
stroke_col = config.edges['COLOR']
-
+
self.file.write("<g>\n")
for e in mesh.edges:
-
+
hidden_stroke_style = ""
-
+
if e.sel == 0:
if showHiddenEdges == False:
continue
p1 = self._calcCanvasCoord(e.v1)
p2 = self._calcCanvasCoord(e.v2)
-
+
self.file.write("<line x1=\"%g\" y1=\"%g\" x2=\"%g\" y2=\"%g\"\n"
% ( p1[0], p1[1], p2[0], p2[1] ) )
self.file.write(" style=\"stroke:rgb("+str(stroke_col[0])+","+str(stroke_col[1])+","+str(stroke_col[2])+");")
context = scene.getRenderingContext()
framenumber = context.currentFrame()
- Objects = scene.getChildren()
+ Objects = scene.objects
if self.sprite:
self.movie.remove(self.sprite)
if doPrintEdges:
self._printEdges(mesh, sprite, showHiddenEdges)
-
+
sprite.nextFrame()
i = self.movie.add(sprite)
# Remove the instance the next time
if self.animation:
self.movie.nextFrame()
-
- ##
+
+ ##
# 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
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 _printPolygons(self, mesh, sprite):
+
+ def _printPolygons(self, mesh, sprite):
"""Print the selected (visible) polygons.
"""
for v in face.verts[1:]:
p = self._calcCanvasCoord(v)
s.drawLineTo(p[0], p[1])
-
+
# Closing the shape
s.drawLineTo(p0[0], p0[1])
# Next, we set the line width and color for our shape.
s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2],
255)
-
+
if e.sel == 0:
if showHiddenEdges == False:
continue
s.end()
sprite.add(s)
-
+
## PDF Writer
context = scene.getRenderingContext()
framenumber = context.currentFrame()
- Objects = scene.getChildren()
+ Objects = scene.objects
for obj in Objects:
if doPrintEdges:
self._printEdges(mesh, showHiddenEdges)
-
+
self.canvas.showPage()
-
- ##
+
+ ##
# 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
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 _printPolygons(self, mesh):
+
+ def _printPolygons(self, mesh):
"""Print the selected (visible) polygons.
"""
for v in face.verts[1:]:
p = self._calcCanvasCoord(v)
path.lineTo(p[0], p[1])
-
+
# Closing the shape
path.close()
stroke_width = config.edges['WIDTH']
stroke_col = config.edges['COLOR']
-
+
self.canvas.setLineCap(1)
self.canvas.setLineJoin(1)
self.canvas.setLineWidth(stroke_width)
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.
# 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()
float(context.aspectRatioY())
)
- # Render from the currently active camera
- #self.cameraObj = self._SCENE.getCurrentCamera()
+ # Render from the currently active camera
+ #self.cameraObj = self._SCENE.objects.camera
self.lights = []
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()
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+1)
for f in xrange(startFrame, endFrame+1):
# FIXME To get the correct camera position we have to use +1 here.
# Is there a bug somewhere in the Scene module?
context.currentFrame(f+1)
- self.cameraObj = self._SCENE.getCurrentCamera()
+ self.cameraObj = self._SCENE.objects.camera
# Use some temporary workspace, a full copy of the scene
inputScene = self._SCENE.copy(2)
print traceback.print_exc()
self._SCENE.makeCurrent()
- Scene.unlink(inputScene)
+ Scene.Unlink(inputScene)
del inputScene
return
doPrintPolygons = config.polygons['SHOW'],
doPrintEdges = config.edges['SHOW'],
showHiddenEdges = config.edges['SHOW_HIDDEN'])
-
+
# delete the rendered scene
self._SCENE.makeCurrent()
- Scene.unlink(renderedScene)
+ Scene.Unlink(renderedScene)
del renderedScene
outputWriter.close()
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._filterHiddenObjects(workScene)
self._joinMeshObjectsInScene(workScene)
self._doSceneDepthSorting(workScene)
-
+
# Per object activities
- Objects = workScene.getChildren()
+ Objects = workScene.objects
print "Total Objects: %d" % len(Objects)
for i,obj in enumerate(Objects):
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).
# if d > 0 the face is visible from the camera
d = view_vect * normal
-
+
if d > 0:
return True
else:
"""Discard object that are on hidden layers in the scene.
"""
- Objects = scene.getChildren()
+ Objects = scene.objects
visible_obj_list = [ obj for obj in Objects if
set(obj.layers).intersection(set(scene.getLayers())) ]
for o in Objects:
if o not in visible_obj_list:
- scene.unlink(o)
+ scene.objects.unlink(o)
scene.update()
def _buildLightSetup(self, scene):
# Get the list of lighting sources
- obj_lst = scene.getChildren()
+ obj_lst = scene.objects
self.lights = [ o for o in obj_lst if o.getType() == 'Lamp' ]
# When there are no lights we use a default lighting source
l = Lamp.New('Lamp')
lobj = Object.New('Lamp')
lobj.loc = self.cameraObj.loc
- lobj.link(l)
+ lobj.link(l)
self.lights.append(lobj)
fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32))
fovy = fovy * 360.0/pi
- Objects = scene.getChildren()
+ Objects = scene.objects
for o in Objects:
if o.getType() != 'Mesh': continue;
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)
+ scene.objects.unlink(o)
"""
# Use the object bounding box
# (whose points are already in WorldSpace Coordinate)
bb = o.getBoundBox()
-
+
points_outside = 0
for p in bb:
p_vect = Vector(cam_pos) - Vector(p)
# If the bb is all outside the view frustum we clip the whole
# object away
if points_outside == len(bb):
- scene.unlink(o)
+ scene.objects.unlink(o)
geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
#geometricObjTypes = ['Mesh', 'Surf', 'Curve']
- Objects = scene.getChildren()
+ Objects = scene.objects
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)
+ scene.objects.link(obj)
+ scene.objects.unlink(old_obj)
# XXX Workaround for Text and Curve which have some normals
)
)
-
- Objects = scene.getChildren()
+
+ Objects = list(scene.objects)
#Objects.sort(by_obj_center_pos)
Objects.sort(by_nearest_bbox_point)
-
+
# update the scene
for o in Objects:
- scene.unlink(o)
- scene.link(o)
+ scene.objects.unlink(o)
+ scene.objects.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']
+ oList = [o for o in scene.objects if o.getType()=='Mesh']
# FIXME: Object.join() do not work if the list contains 1 object
if len(oList) == 1:
bigObj = Object.New('Mesh', 'BigOne')
bigObj.link(mesh)
- scene.link(bigObj)
+ scene.objects.link(bigObj)
try:
bigObj.join(oList)
except RuntimeError:
print "\nWarning! - Can't Join Objects\n"
- scene.unlink(bigObj)
+ scene.objects.unlink(bigObj)
return
except TypeError:
print "Objects Type error?"
-
+
for o in oList:
- scene.unlink(o)
+ scene.objects.unlink(o)
scene.update()
-
+
# Per object/mesh methods
def _convertToRawMeshObj(self, object):
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:
light_obj = l
light_pos = self._getObjPosition(l)
light = light_obj.getData()
-
+
L = Vector(light_pos).normalize()
V = (Vector(camPos) - Vector(f.cent)).normalize()
# The Canonical View Volume, 8 vertices, and 6 faces,
# We consider its face normals pointing outside
-
+
v1 = NMesh.Vert(1, 1, -1)
v2 = NMesh.Vert(1, -1, -1)
v3 = NMesh.Vert(-1, -1, -1)
clippedfaces = []
for f in facelist:
-
- newfaces = HSR.splitOn(clipface, f, return_positive_faces=False)
+
+ #newfaces = HSR.splitOn(clipface, f, return_positive_faces=False)
+ newfaces = None
if not newfaces:
# Check if the face is all outside the view frustum
nmesh.faces = facelist
nmesh.update()
-
+
# HSR routines
def __simpleDepthSort(self, mesh):
progress.setActivity("HSR: Newell", len(facelist))
#progress.setQuiet(True)
-
+
while len(facelist):
debug("\n----------------------\n")
debug("len(facelits): %d\n" % len(facelist))
qSign = sign(Q.normal[2])
# TODO: check also if Q is parallel??
-
+
# Test 0: We need to test only those Qs whose furthest vertex
# is closer to the observer than the closest vertex of P.
debug("met a marked face\n")
continue
-
+
# Test 1: X extent overlapping
xP = [v.co[0] for v in P.v]
xQ = [v.co[0] for v in Q.v]
debug("\nTest 2\n")
debug("NOT Y OVERLAP!\n")
continue
-
+
# Test 3: P vertices are all behind the plane of Q
n = 0
facelist = HSR.facesplit(P, Q, facelist, nmesh)
split_done = 1
- break
+ break
# The question now is: Does Q obscure P?
debug("\nTest 4bis\n")
debug("P IN FRONT OF Q!\n")
-
+
# We don't even know if Q does obscure P, so they should
# intersect each other, split one of them in two parts.
if not qVerticesBehindPlaneP and not pVerticesInFrontPlaneQ:
facelist = HSR.facesplit(P, Q, facelist, nmesh)
split_done = 1
- break
-
+ break
+
facelist.remove(Q)
facelist.insert(0, Q)
Q.smooth = 1
face_marked = 1
debug("Q marked!\n")
break
-
- # Write P!
+
+ # Write P!
if split_done == 0 and face_marked == 0:
facelist.remove(P)
maplist.append(P)
# break
# end of while len(facelist)
-
+
nmesh.faces = maplist
#for f in nmesh.faces:
from Blender.BGL import *
class GUI:
-
+
def _init():
- # Output Format menu
+ # Output Format menu
output_format = config.output['FORMAT']
default_value = outputWriters.keys().index(output_format)+1
GUI.outFormatMenu = Draw.Create(default_value)
# Render filled polygons
GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
- # Shading Style menu
+ # Shading Style menu
shading_style = config.polygons['SHADING']
default_value = shadingStyles.keys().index(shading_style)+1
GUI.shadingStyleMenu = Draw.Create(default_value)
GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
GUI.evtShowHiddenEdgesToggle = 5
- # Edge Style menu
+ # Edge Style menu
edge_style = config.edges['STYLE']
default_value = edgeStyles.keys().index(edge_style)+1
GUI.edgeStyleMenu = Draw.Create(default_value)
# Exit Button
GUI.evtExitButton = 9
+ # Save default button
+ GUI.evtSaveDefaultButton = 99
+
def draw():
# initialize static members
glClear(GL_COLOR_BUFFER_BIT)
glColor3f(0.0, 0.0, 0.0)
- glRasterPos2i(10, 350)
+ glRasterPos2i(10, 380)
Draw.Text("VRM: Vector Rendering Method script. Version %s." %
__version__)
+ glRasterPos2i(10, 365)
+ Draw.Text("%s (c) 2006, 2007" % __author__)
+
glRasterPos2i(10, 335)
Draw.Text("Press Q or ESC to quit.")
"Start Rendering")
Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
+ Draw.Button("Save settings as default", GUI.evtSaveDefaultButton, 10, 210-50, 160, 18,
+ "Save settings as default")
+
# Rendering Styles
glRasterPos2i(200, 310)
Draw.Text("Rendering Style:")
"Render polygon edges")
if GUI.showEdgesToggle.val == 1:
-
+
# Edge Style
edgeStyleMenuStruct = "Edge Style %t"
for t in edgeStyles.keys():
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):
global outputfile
Blender.Window.FileSelector(vectorize, label, outputfile)
+ elif evt == GUI.evtSaveDefaultButton:
+ config.saveToRegistry()
+
else:
print "Event: %d not handled!" % evt
# A wrapper function for the vectorizing process
def vectorize(filename):
"""The vectorizing process is as follows:
-
+
- Instanciate the writer and the renderer
- Render!
"""
actualWriter = outputWriters[config.output['FORMAT']]
writer = actualWriter(filename)
-
+
renderer = Renderer()
renderer.doRendering(writer, config.output['ANIMATION'])
- if editmode: Window.EditMode(1)
+ if editmode: Window.EditMode(1)
global progress
+ config.loadFromRegistry()
+
+ # initialize writer setting also here to configure writer specific
+ # settings on startup
+ actualWriter = outputWriters[config.output['FORMAT']]
+ writer = actualWriter("")
+
outputfile = ""
basename = Blender.sys.basename(Blender.Get('filename'))
if basename != "":