#!BPY
"""
Name: 'VRM'
-Blender: 241
-Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script'
+Blender: 242
+Group: 'Render'
+Tooltip: 'Vector Rendering Method script'
"""
__author__ = "Antonio Ospite"
-__url__ = ["blender"]
-__version__ = "0.3"
+__url__ = ["http://projects.blender.org/projects/vrm"]
+__version__ = "0.3.beta"
__bpydoc__ = """\
Render the scene and save the result in vector format.
# ---------------------------------------------------------------------
#
# Things TODO for a next release:
-# - Switch to the Mesh structure, should be considerably faster
-# (partially done, but cannot sort faces, yet)
+# - FIX the issue with negative scales in object tranformations!
# - Use a better depth sorting algorithm
+# - Implement clipping of primitives and do handle object intersections.
+# (for now only clipping away whole objects is supported).
# - Review how selections are made (this script uses selection states of
# primitives to represent visibility infos)
-# - Implement Clipping and do handle object intersections
-# - Implement Edge Styles (silhouettes, contours, etc.)
-# - Implement Edge coloring
-# - Use multiple lighting sources in color calculation
-# - Implement Shading Styles?
-# - Use another representation for the 2D projection?
-# Think to a way to merge adjacent polygons that have the same color.
-# - Add other Vector Writers.
+# - Use a data structure other than Mesh to represent the 2D image?
+# Think to a way to merge (adjacent) polygons that have the same color.
+# Or a way to use paths for silhouettes and contours.
+# - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
+# not support SMIL for animations)
+# - Switch to the Mesh structure, should be considerably faster
+# (partially done, but with Mesh we cannot sort faces, yet)
+# - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
+# - Implement Shading Styles? (partially done, to make more flexible).
+# - Add Vector Writers other than SVG.
+# - Check memory use!!
+# - Support Indexed palettes!! (Useful for ILDA FILES, for example,
+# see http://www.linux-laser.org/download/autotrace/ilda-output.patch)
#
# ---------------------------------------------------------------------
#
# Changelog:
#
-# vrm-0.3.py - 2006-05-19
-# * First release after code restucturing.
-# Now the script offers a useful set of functionalities
-# and it can render animations, too.
+# vrm-0.3.py - ...
+# * First release after code restucturing.
+# Now the script offers a useful set of functionalities
+# and it can render animations, too.
+# * Optimization in Renderer.doEdgeStyle(), build a topology cache
+# so to speed up the lookup of adjacent faces of an edge.
+# Thanks ideasman42.
+# * The SVG output is now SVG 1.0 valid.
+# Checked with: http://jiggles.w3.org/svgvalidator/ValidatorURI.html
+# * Progress indicator during HSR.
#
# ---------------------------------------------------------------------
import Blender
-from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera
+from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window
from Blender.Mathutils import *
from math import *
+import sys, time
# Some global settings
-PRINT_POLYGONS = True
-PRINT_EDGES = False
-SHOW_HIDDEN_EDGES = False
-EDGES_WIDTH = 0.5
+class config:
+ polygons = dict()
+ polygons['SHOW'] = True
+ polygons['SHADING'] = 'FLAT'
+ #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL'
+ polygons['HSR'] = 'NEWELL'
+ # Hidden to the user for now
+ polygons['EXPANSION_TRICK'] = True
+
+ polygons['TOON_LEVELS'] = 2
+
+ edges = dict()
+ edges['SHOW'] = False
+ edges['SHOW_HIDDEN'] = False
+ edges['STYLE'] = 'MESH'
+ edges['WIDTH'] = 2
+ edges['COLOR'] = [0, 0, 0]
-POLYGON_EXPANSION_TRICK = True
+ output = dict()
+ output['FORMAT'] = 'SVG'
+ output['ANIMATION'] = False
+ output['JOIN_OBJECTS'] = True
-RENDER_ANIMATION = False
-# Do not work for now!
-OPTIMIZE_FOR_SPACE = False
+
+# Utility functions
+print_debug = True
+def debug(msg):
+ if print_debug:
+ sys.stderr.write(msg)
+
+def sign(x):
+ if x == 0:
+ return 0
+ elif x < 0:
+ return -1
+ else:
+ return 1
+
+
+# ---------------------------------------------------------------------
+#
+## Mesh Utility class
+#
+# ---------------------------------------------------------------------
+class MeshUtils:
+
+ def buildEdgeFaceUsersCache(me):
+ '''
+ Takes a mesh and returns a list aligned with the meshes edges.
+ Each item is a list of the faces that use the edge
+ would be the equiv for having ed.face_users as a property
+
+ Taken from .blender/scripts/bpymodules/BPyMesh.py,
+ thanks to ideasman_42.
+ '''
+
+ def sorted_edge_indicies(ed):
+ i1= ed.v1.index
+ i2= ed.v2.index
+ if i1>i2:
+ i1,i2= i2,i1
+ return i1, i2
+
+
+ face_edges_dict= dict([(sorted_edge_indicies(ed), (ed.index, [])) for ed in me.edges])
+ for f in me.faces:
+ fvi= [v.index for v in f.v]# face vert idx's
+ for i in xrange(len(f)):
+ i1= fvi[i]
+ i2= fvi[i-1]
+
+ if i1>i2:
+ i1,i2= i2,i1
+
+ face_edges_dict[i1,i2][1].append(f)
+
+ face_edges= [None] * len(me.edges)
+ for ed_index, ed_faces in face_edges_dict.itervalues():
+ face_edges[ed_index]= ed_faces
+
+ return face_edges
+
+ def isMeshEdge(adjacent_faces):
+ """Mesh edge rule.
+
+ A mesh edge is visible if _at_least_one_ of its adjacent faces is selected.
+ Note: if the edge has no adjacent faces we want to show it as well,
+ useful for "edge only" portion of objects.
+ """
+
+ if len(adjacent_faces) == 0:
+ return True
+
+ selected_faces = [f for f in adjacent_faces if f.sel]
+
+ if len(selected_faces) != 0:
+ return True
+ else:
+ return False
+
+ def isSilhouetteEdge(adjacent_faces):
+ """Silhuette selection rule.
+
+ An edge is a silhuette edge if it is shared by two faces with
+ different selection status or if it is a boundary edge of a selected
+ face.
+ """
+
+ if ((len(adjacent_faces) == 1 and adjacent_faces[0].sel == 1) or
+ (len(adjacent_faces) == 2 and
+ adjacent_faces[0].sel != adjacent_faces[1].sel)
+ ):
+ return True
+ else:
+ return False
+
+ buildEdgeFaceUsersCache = staticmethod(buildEdgeFaceUsersCache)
+ isMeshEdge = staticmethod(isMeshEdge)
+ isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+
+
+# ---------------------------------------------------------------------
+#
+## Shading Utility class
+#
+# ---------------------------------------------------------------------
+class ShadingUtils:
+
+ shademap = None
+
+ def toonShadingMapSetup():
+ levels = config.polygons['TOON_LEVELS']
+
+ texels = 2*levels - 1
+ tmp_shademap = [0.0] + [(i)/float(texels-1) for i in xrange(1, texels-1) ] + [1.0]
+
+ return tmp_shademap
+
+ def toonShading(u):
+
+ shademap = ShadingUtils.shademap
+
+ if not shademap:
+ shademap = ShadingUtils.toonShadingMapSetup()
+
+ v = 1.0
+ for i in xrange(0, len(shademap)-1):
+ pivot = (shademap[i]+shademap[i+1])/2.0
+ j = int(u>pivot)
+
+ v = shademap[i+j]
+
+ if v < shademap[i+1]:
+ return v
+
+ return v
+
+ toonShadingMapSetup = staticmethod(toonShadingMapSetup)
+ toonShading = staticmethod(toonShading)
# ---------------------------------------------------------------------
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:
+ if camera.type == 0:
mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+ elif camera.type == 1:
+ mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
-
# View transformation
cam = Matrix(cameraObj.getInverseMatrix())
cam.transpose()
"""
# 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()
-
- if p[3]>0:
+
+ # Perspective division
+ if p[3] != 0:
p[0] = p[0]/p[3]
p[1] = p[1]/p[3]
+ p[2] = p[2]/p[3]
# restore the size
p[3] = 1.0
return p
+
##
# Private methods
#
# ---------------------------------------------------------------------
#
-## 2DObject representation class
+## Progress Indicator
+#
+# ---------------------------------------------------------------------
+
+class Progress:
+ """A model for a progress indicator.
+
+ Do the progress calculation calculation and
+ the view independent stuff of a progress indicator.
+ """
+ def __init__(self, steps=0):
+ self.name = ""
+ self.steps = steps
+ self.completed = 0
+ self.progress = 0
+
+ def setSteps(self, steps):
+ """Set the number of steps of the activity wich we want to track.
+ """
+ self.steps = steps
+
+ def getSteps(self):
+ return self.steps
+
+ def setName(self, name):
+ """Set the name of the activity wich we want to track.
+ """
+ self.name = name
+
+ def getName(self):
+ return self.name
+
+ def getProgress(self):
+ return self.progress
+
+ def reset(self):
+ self.completed = 0
+ self.progress = 0
+
+ def update(self):
+ """Update the model, call this method when one step is completed.
+ """
+ if self.progress == 100:
+ return False
+
+ self.completed += 1
+ self.progress = ( float(self.completed) / float(self.steps) ) * 100
+ self.progress = int(self.progress)
+
+ return True
+
+
+class ProgressIndicator:
+ """An abstraction of a View for the Progress Model
+ """
+ def __init__(self):
+
+ # Use a refresh rate so we do not show the progress at
+ # every update, but every 'self.refresh_rate' times.
+ self.refresh_rate = 10
+ self.shows_counter = 0
+
+ self.quiet = False
+
+ self.progressModel = None
+
+ def setQuiet(self, value):
+ self.quiet = value
+
+ def setActivity(self, name, steps):
+ """Initialize the Model.
+
+ In a future version (with subactivities-progress support) this method
+ could only set the current activity.
+ """
+ self.progressModel = Progress()
+ self.progressModel.setName(name)
+ self.progressModel.setSteps(steps)
+
+ def getActivity(self):
+ return self.progressModel
+
+ def update(self):
+ """Update the model and show the actual progress.
+ """
+ assert(self.progressModel)
+
+ if self.progressModel.update():
+ if self.quiet:
+ return
+
+ self.show(self.progressModel.getProgress(),
+ self.progressModel.getName())
+
+ # We return always True here so we can call the update() method also
+ # from lambda funcs (putting the call in logical AND with other ops)
+ return True
+
+ def show(self, progress, name=""):
+ self.shows_counter = (self.shows_counter + 1) % self.refresh_rate
+ if self.shows_counter != 0:
+ return
+
+ if progress == 100:
+ self.shows_counter = -1
+
+
+class ConsoleProgressIndicator(ProgressIndicator):
+ """Show a progress bar on stderr, a la wget.
+ """
+ def __init__(self):
+ ProgressIndicator.__init__(self)
+
+ self.swirl_chars = ["-", "\\", "|", "/"]
+ self.swirl_count = -1
+
+ def show(self, progress, name):
+ ProgressIndicator.show(self, progress, name)
+
+ bar_length = 70
+ bar_progress = int( (progress/100.0) * bar_length )
+ bar = ("=" * bar_progress).ljust(bar_length)
+
+ self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars)
+ swirl_char = self.swirl_chars[self.swirl_count]
+
+ progress_bar = "%s |%s| %c %3d%%" % (name, bar, swirl_char, progress)
+
+ sys.stderr.write(progress_bar+"\r")
+ if progress == 100:
+ sys.stderr.write("\n")
+
+
+class GraphicalProgressIndicator(ProgressIndicator):
+ """Interface to the Blender.Window.DrawProgressBar() method.
+ """
+ def __init__(self):
+ ProgressIndicator.__init__(self)
+
+ #self.swirl_chars = ["-", "\\", "|", "/"]
+ # We have to use letters with the same width, for now!
+ # Blender progress bar considers the font widths when
+ # calculating the progress bar width.
+ self.swirl_chars = ["\\", "/"]
+ self.swirl_count = -1
+
+ def show(self, progress, name):
+ ProgressIndicator.show(self, progress)
+
+ self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars)
+ swirl_char = self.swirl_chars[self.swirl_count]
+
+ progress_text = "%s - %c %3d%%" % (name, swirl_char, progress)
+
+ # Finally draw the Progress Bar
+ Window.WaitCursor(1) # Maybe we can move that call in the constructor?
+ Window.DrawProgressBar(progress/100.0, progress_text)
+
+ if progress == 100:
+ Window.DrawProgressBar(1, progress_text)
+ Window.WaitCursor(0)
+
+
+
+# ---------------------------------------------------------------------
+#
+## 2D Object representation class
#
# ---------------------------------------------------------------------
"""A concrete class for writing SVG output.
"""
- def __init__(self, file):
+ def __init__(self, fileName):
"""Simply call the parent Contructor.
"""
- VectorWriter.__init__(self, file)
+ VectorWriter.__init__(self, fileName)
##
"""
self._printFooter()
+ # remember to call the close method of the parent
+ VectorWriter.close(self)
+
def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
showHiddenEdges=False):
self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
(framenumber, framestyle) )
+
for obj in Objects:
if(obj.getType() != 'Mesh'):
"""Print SVG header."""
self.file.write("<?xml version=\"1.0\"?>\n")
- self.file.write("<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.1//EN\"\n")
- self.file.write("\t\"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd\">\n")
- self.file.write("<svg version=\"1.1\"\n")
+ self.file.write("<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.0//EN\"\n")
+ self.file.write("\t\"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd\">\n")
+ self.file.write("<svg version=\"1.0\"\n")
self.file.write("\txmlns=\"http://www.w3.org/2000/svg\"\n")
- self.file.write("\twidth=\"%d\" height=\"%d\" streamable=\"true\">\n\n" %
+ self.file.write("\twidth=\"%d\" height=\"%d\">\n\n" %
self.canvasSize)
if self.animation:
- self.file.write("""\n<script><![CDATA[
+ self.file.write("""\n<script type="text/javascript"><![CDATA[
globalStartFrame=%d;
globalEndFrame=%d;
self.file.write("\n</svg>\n")
- def _printPolygons(self, mesh):
+ def _printPolygons(self, mesh):
"""Print the selected (visible) polygons.
"""
for face in mesh.faces:
if not face.sel:
- continue
+ continue
+
+ self.file.write("<path d=\"")
- self.file.write("<polygon points=\"")
+ p = self._calcCanvasCoord(face.verts[0])
+ self.file.write("M %g,%g L " % (p[0], p[1]))
- for v in face:
+ for v in face.verts[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.write("\"\n")
+ self.file.write(" z\"\n")
# take as face color the first vertex color
- # TODO: the average of vetrex colors?
if face.col:
fcol = face.col[0]
- color = [fcol.r, fcol.g, fcol.b]
+ color = [fcol.r, fcol.g, fcol.b, fcol.a]
else:
- color = [255, 255, 255]
+ color = [255, 255, 255, 255]
+
+ # Convert the color to the #RRGGBB form
+ str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+
+ # Handle transparent polygons
+ opacity_string = ""
+ if color[3] != 255:
+ opacity = float(color[3])/255.0
+ opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
+
+ self.file.write("\tstyle=\"fill:" + str_col + ";")
+ self.file.write(opacity_string)
# use the stroke property to alleviate the "adjacent edges" problem,
# we simulate polygon expansion using borders,
# see http://www.antigrain.com/svg/index.html for more info
- stroke_col = color
- stroke_width = 0.5
+ stroke_width = 1.0
- self.file.write("\tstyle=\"fill:rgb("+str(color[0])+","+str(color[1])+","+str(color[2])+");")
- if POLYGON_EXPANSION_TRICK:
- self.file.write(" stroke:rgb("+str(stroke_col[0])+","+str(stroke_col[1])+","+str(stroke_col[2])+");")
- self.file.write(" stroke-width:"+str(stroke_width)+";\n")
+ if config.polygons['EXPANSION_TRICK']:
+ str_col = "#000000" # For debug
+ self.file.write(" stroke:%s;\n" % str_col)
+ self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
self.file.write(" stroke-linecap:round;stroke-linejoin:round")
+
self.file.write("\"/>\n")
self.file.write("</g>\n")
"""Print the wireframe using mesh edges.
"""
- stroke_width=EDGES_WIDTH
- stroke_col = [0, 0, 0]
+ stroke_width = config.edges['WIDTH']
+ stroke_col = config.edges['COLOR']
self.file.write("<g>\n")
hidden_stroke_style = ""
- # Consider an edge selected if both vertices are selected
- if e.v1.sel == 0 or e.v2.sel == 0:
+ if e.sel == 0:
if showHiddenEdges == False:
continue
else:
self.file.write("</g>\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.
+ """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.
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
+ We will work on a copy of the scene, to be sure that the current scene do
not get modified in any way.
"""
# 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)
"""Render picture or animation and write it out.
The parameters are:
- - a Vector writer object than will be used to output the result.
+ - 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()
+ origCurrentFrame = context.currentFrame()
# Handle the animation case
if not animation:
- startFrame = currentFrame
+ startFrame = origCurrentFrame
endFrame = startFrame
outputWriter.open()
else:
outputWriter.open(startFrame, endFrame)
# Do the rendering process frame by frame
- print "Start Rendering!"
- for f in range(startFrame, endFrame+1):
+ print "Start Rendering of %d frames" % (endFrame-startFrame)
+ for f in xrange(startFrame, endFrame+1):
+ print "\n\nFrame: %d" % f
context.currentFrame(f)
- renderedScene = self.doRenderScene(self._SCENE)
+ # Use some temporary workspace, a full copy of the scene
+ inputScene = self._SCENE.copy(2)
+ # And Set our camera accordingly
+ self.cameraObj = inputScene.getCurrentCamera()
+
+ try:
+ renderedScene = self.doRenderScene(inputScene)
+ except :
+ print "There was an error! Aborting."
+ import traceback
+ print traceback.print_exc()
+
+ self._SCENE.makeCurrent()
+ Scene.unlink(inputScene)
+ del inputScene
+ return
+
outputWriter.printCanvas(renderedScene,
- doPrintPolygons = PRINT_POLYGONS,
- doPrintEdges = PRINT_EDGES,
- showHiddenEdges = SHOW_HIDDEN_EDGES)
+ doPrintPolygons = config.polygons['SHOW'],
+ doPrintEdges = config.edges['SHOW'],
+ showHiddenEdges = config.edges['SHOW_HIDDEN'])
- # clear the rendered scene
+ # delete the rendered scene
self._SCENE.makeCurrent()
Scene.unlink(renderedScene)
del renderedScene
outputWriter.close()
print "Done!"
- context.currentFrame(currentFrame)
+ context.currentFrame(origCurrentFrame)
- def doRenderScene(self, inputScene):
+ 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.
"""
- # 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.cameraObj, self.canvasRatio)
-
+ # global processing of the scene
- # Convert geometric object types to mesh Objects
- geometricObjTypes = ['Mesh', 'Surf', 'Curve'] # TODO: add the Text type
- Objects = workScene.getChildren()
- objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
- for obj in objList:
- old_obj = obj
- obj = self._convertToRawMeshObj(obj)
- workScene.link(obj)
- workScene.unlink(old_obj)
+ self._doSceneClipping(workScene)
+ self._doConvertGeometricObjsToMesh(workScene)
- # FIXME: does not work!!, Blender segfaults on joins
- if OPTIMIZE_FOR_SPACE:
+ if config.output['JOIN_OBJECTS']:
self._joinMeshObjectsInScene(workScene)
-
- # global processing of the scene
- self._doClipping()
-
self._doSceneDepthSorting(workScene)
# Per object activities
+
Objects = workScene.getChildren()
+ print "Total Objects: %d" % len(Objects)
+ for i,obj in enumerate(Objects):
+ print "\n\n-------"
+ print "Rendering Object: %d" % i
- for obj in Objects:
-
- if obj.getType() not in geometricObjTypes:
- print "Only geometric Objects supported! - Skipping type:", obj.getType()
+ if obj.getType() != 'Mesh':
+ print "Only Mesh supported! - Skipping type:", obj.getType()
continue
print "Rendering: ", obj.getName()
- mesh = obj.data
+ mesh = obj.getData(mesh=1)
- self._doModelToWorldCoordinates(mesh, obj.matrix)
+ self._doModelingTransformation(mesh, obj.matrix)
- self._doObjectDepthSorting(mesh)
-
self._doBackFaceCulling(mesh)
-
- self._doColorAndLighting(mesh)
+ if True:
+ for f in mesh.faces:
+ f.sel = 1-f.sel
+ mesh.flipNormals()
+ for f in mesh.faces:
+ f.sel = 1
+
+
+ self._doLighting(mesh)
+
+ # Do "projection" now so we perform further processing
+ # in Normalized View Coordinates
+ self._doProjection(mesh, self.proj)
+
+ self._doViewFrustumClipping(mesh)
+
+ self._doHiddenSurfaceRemoval(mesh)
- # TODO: 'style' can be a function that determine
- # if an edge should be showed?
- self._doEdgesStyle(mesh, style=None)
+ self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
- self._doProjection(mesh, proj)
# Update the object data, important! :)
mesh.update()
# Utility methods
- def _worldPosition(self, obj):
+ def _getObjPosition(self, obj):
"""Return the obj position in World coordinates.
"""
return obj.matrix.translationPart()
- def _cameraWorldPosition(self):
- """Return the camera position in World coordinates.
-
- This trick is needed when the camera follows a path and then
- camera.loc does not correspond to the current real position of the
- camera in the world.
+ def _cameraViewVector(self):
+ """Get the View Direction form the camera matrix.
"""
- return self._worldPosition(self.cameraObj)
+ return Vector(self.cameraObj.matrix[2]).resize3D()
# Faces methods
"""
normal = Vector(face.no)
- c = self._cameraWorldPosition()
-
- # View vector in orthographics projections can be considered simply as the
- # camera position
- view_vect = Vector(c)
- #if self.cameraObj.data.getType() == 1:
- # view_vect = Vector(c)
-
- # View vector as in perspective projections
- # it is the difference between the camera position and one point of
- # the face, we choose the farthest point.
- # TODO: make the code more pythonic :)
+ camPos = self._getObjPosition(self.cameraObj)
+ view_vect = None
+
+ # View Vector in orthographics projections is the view Direction of
+ # the camera
+ if self.cameraObj.data.getType() == 1:
+ view_vect = self._cameraViewVector()
+
+ # View vector in perspective projections can be considered as
+ # the difference between the camera position and one point of
+ # the face, we choose the farthest point from the camera.
if self.cameraObj.data.getType() == 0:
- max_len = 0
- for vect in face:
- vv = Vector(c) - Vector(vect.co)
- if vv.length > max_len:
- max_len = vv.length
- view_vect = vv
+ 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
# Scene methods
- def _doClipping(self):
- """Clip object against the View Frustum.
+ def _doSceneClipping(self, scene):
+ """Clip whole objects against the View Frustum.
+
+ For now clip away only objects according to their center position.
"""
- print "TODO: _doClipping()"
- return
+
+ cpos = self._getObjPosition(self.cameraObj)
+ view_vect = self._cameraViewVector()
+
+ near = self.cameraObj.data.clipStart
+ far = self.cameraObj.data.clipEnd
+
+ aspect = float(self.canvasRatio[0])/float(self.canvasRatio[1])
+ fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32))
+ fovy = fovy * 360.0/pi
+
+ Objects = scene.getChildren()
+ for o in Objects:
+ if o.getType() != 'Mesh': continue;
+
+ obj_vect = Vector(cpos) - self._getObjPosition(o)
+
+ d = obj_vect*view_vect
+ theta = AngleBetweenVecs(obj_vect, view_vect)
+
+ # if the object is outside the view frustum, clip it away
+ if (d < near) or (d > far) or (theta > fovy):
+ scene.unlink(o)
+
+ def _doConvertGeometricObjsToMesh(self, scene):
+ """Convert all "geometric" objects to mesh ones.
+ """
+ #geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
+ geometricObjTypes = ['Mesh', 'Surf', 'Curve']
+
+ Objects = scene.getChildren()
+ objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
+ for obj in objList:
+ old_obj = obj
+ obj = self._convertToRawMeshObj(obj)
+ scene.link(obj)
+ scene.unlink(old_obj)
+
+
+ # XXX Workaround for Text and Curve which have some normals
+ # inverted when they are converted to Mesh, REMOVE that when
+ # blender will fix that!!
+ if old_obj.getType() in ['Curve', 'Text']:
+ me = obj.getData(mesh=1)
+ for f in me.faces: f.sel = 1;
+ for v in me.verts: v.sel = 1;
+ me.remDoubles(0)
+ me.triangleToQuad()
+ me.recalcNormals()
+ me.update()
+
def _doSceneDepthSorting(self, scene):
"""Sort objects in the scene.
The object sorting is done accordingly to the object centers.
"""
- c = self._cameraWorldPosition()
+ c = self._getObjPosition(self.cameraObj)
- Objects = scene.getChildren()
+ 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)
+ )
- #Objects.sort(lambda obj1, obj2:
- # cmp((Vector(obj1.loc) - Vector(c)).length,
- # (Vector(obj2.loc) - 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.sort(lambda obj1, obj2:
- cmp((self._worldPosition(obj1) - Vector(c)).length,
- (self._worldPosition(obj2) - Vector(c)).length
- )
- )
+ 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.
"""
- bigObj = Object.New('Mesh', 'BigOne')
+
oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
- print "Before join", oList
- bigObj.join(oList)
- print "After join"
+
+ # FIXME: Object.join() do not work if the list contains 1 object
+ if len(oList) == 1:
+ return
+
+ mesh = Mesh.New('BigOne')
+ bigObj = Object.New('Mesh', 'BigOne')
+ bigObj.link(mesh)
+
scene.link(bigObj)
+
+ try:
+ bigObj.join(oList)
+ except RuntimeError:
+ print "\nWarning! - Can't Join Objects\n"
+ scene.unlink(bigObj)
+ return
+ except TypeError:
+ print "Objects Type error?"
+
for o in oList:
scene.unlink(o)
+ scene.update()
+
- # Per object methods
+ # Per object/mesh methods
def _convertToRawMeshObj(self, object):
"""Convert geometry based object to a mesh object.
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):
+ def _doModelingTransformation(self, mesh, matrix):
"""Transform object coordinates to world coordinates.
This step is done simply applying to the object its tranformation
matrix and recalculating its normals.
"""
- 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._cameraWorldPosition()
-
- # hackish sorting of faces
- mesh.faces.sort(
- lambda f1, f2:
- # Sort faces according to the min distance from the camera
- #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 max distance from the camera
- 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 avg distance from the camera
- #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)))
+ # 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.faces.reverse()
+ mesh.transform(matrix, True)
def _doBackFaceCulling(self, mesh):
"""Simple Backface Culling routine.
select the vertices belonging to visible faces.
"""
- # Select all vertices, so edges without faces can be displayed
+ # Select all vertices, so edges can be displayed even if there are no
+ # faces
for v in mesh.verts:
v.sel = 1
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 class 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.
+ def _doLighting(self, mesh):
+ """Apply an Illumination and shading model to the object.
- The Illumination model used is the Phong one, it may be inefficient,
+ 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.hasVertexColours():
+ if mesh.vertexColors:
return
- mesh.hasVertexColours(True)
+ mesh.vertexColors = 1
materials = mesh.materials
-
- # TODO: use multiple lighting sources
- light_obj = self.lights[0]
- light_pos = self._worldPosition(light_obj)
- light = light_obj.data
- camPos = self._cameraWorldPosition()
-
+ 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:
mat = materials[f.mat]
# A new default material
- if not mat:
+ if mat == None:
mat = Material.New('defMat')
+
+ # Check if it is a shadeless material
+ elif mat.getMode() & Material.Modes['SHADELESS']:
+ I = mat.getRGBCol()
+ # Convert to a value between 0 and 255
+ tmp_col = [ int(c * 255.0) for c in I]
+
+ for c in f.col:
+ c.r = tmp_col[0]
+ c.g = tmp_col[1]
+ c.b = tmp_col[2]
+ #c.a = tmp_col[3]
+
+ continue
+
+
+ # do vertex color calculation
+
+ TotDiffSpec = Vector([0.0, 0.0, 0.0])
+
+ for l in self.lights:
+ light_obj = l
+ light_pos = self._getObjPosition(l)
+ light = light_obj.data
- L = Vector(light_pos).normalize()
+ L = Vector(light_pos).normalize()
+
+ V = (Vector(camPos) - Vector(f.cent)).normalize()
+
+ N = Vector(f.no).normalize()
+
+ if config.polygons['SHADING'] == 'TOON':
+ NL = ShadingUtils.toonShading(N*L)
+ else:
+ NL = (N*L)
+
+ # Should we use NL instead of (N*L) here?
+ R = 2 * (N*L) * N - L
+
+ Ip = light.getEnergy()
+
+ # Diffuse co-efficient
+ kd = mat.getRef() * Vector(mat.getRGBCol())
+ for i in [0, 1, 2]:
+ kd[i] *= light.col[i]
+
+ Idiff = Ip * kd * max(0, NL)
- V = (Vector(camPos) - Vector(f.v[0].co)).normalize()
- N = Vector(f.no).normalize()
+ # Specular component
+ ks = mat.getSpec() * Vector(mat.getSpecCol())
+ ns = mat.getHardness()
+ Ispec = Ip * ks * pow(max(0, (V*R)), ns)
- R = 2 * (N*L) * N - L
+ TotDiffSpec += (Idiff+Ispec)
- # 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)
+ Iamb = Vector(Blender.World.Get()[0].getAmb())
+ ka = mat.getAmb()
- # Emissive component
+ # Emissive component (convert to a triplet)
ki = Vector([mat.getEmit()]*3)
- I = ki + Iamb + Idiff + Ispec
+ #I = ki + Iamb + (Idiff + Ispec)
+ I = ki + (ka * Iamb) + TotDiffSpec
+
+
+ # Set Alpha component
+ I = list(I)
+ I.append(mat.getAlpha())
# Clamp I values between 0 and 1
I = [ min(c, 1) for c in I]
I = [ max(0, c) for c in I]
- tmp_col = [ int(c * 255.0) for c in I]
-
- vcol = NMesh.Col(tmp_col[0], tmp_col[1], tmp_col[2], 255)
- f.col = []
- for v in f.v:
- f.col.append(vcol)
- def _doEdgesStyle(self, mesh, style):
- """Process Mesh Edges. (For now copy the edge data, in next version it
- can be a place where recognize silouhettes and/or contours).
+ # Convert to a value between 0 and 255
+ tmp_col = [ int(c * 255.0) for c in I]
- input: an edge list
- return: a processed edge list
- """
- #print "\tTODO: _doEdgeStyle()"
- return
+ for c in f.col:
+ c.r = tmp_col[0]
+ c.g = tmp_col[1]
+ c.b = tmp_col[2]
+ c.a = tmp_col[3]
def _doProjection(self, mesh, projector):
- """Calculate the Projection for the object.
+ """Apply Viewing and Projection tranformations.
"""
- # TODO: maybe using the object.transform() can be faster?
for v in mesh.verts:
- p = projector.doProjection(v.co)
+ p = projector.doProjection(v.co[:])
v.co[0] = p[0]
v.co[1] = p[1]
v.co[2] = p[2]
+ #mesh.recalcNormals()
+ #mesh.update()
+
+ # We could reeset Camera matrix, since now
+ # we are in Normalized Viewing Coordinates,
+ # but doung that would affect World Coordinate
+ # processing for other objects
+
+ #self.cameraObj.data.type = 1
+ #self.cameraObj.data.scale = 2.0
+ #m = Matrix().identity()
+ #self.cameraObj.setMatrix(m)
+
+ def _doViewFrustumClipping(self, mesh):
+ """Clip faces against the View Frustum.
+ """
+
+ # HSR routines
+ def __simpleDepthSort(self, mesh):
+ """Sort faces by the furthest vertex.
+
+ This simple mesthod is known also as the painter algorithm, and it
+ solves HSR correctly only for convex meshes.
+ """
+
+ global progress
+ # The sorting requires circa n*log(n) steps
+ n = len(mesh.faces)
+ progress.setActivity("HSR: Painter", n*log(n))
+
+
+ by_furthest_z = (lambda f1, f2: progress.update() and
+ cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2]))
+ )
+
+ # FIXME: using NMesh to sort faces. We should avoid that!
+ nmesh = NMesh.GetRaw(mesh.name)
+
+ # remember that _higher_ z values mean further points
+ nmesh.faces.sort(by_furthest_z)
+ nmesh.faces.reverse()
+
+ nmesh.update()
+
+ def __topologicalDepthSort(self, mesh):
+ """Occlusion based on topological occlusion.
+
+ Build the occlusion graph of the mesh,
+ and then do topological sort on that graph
+ """
+ return
+
+ def __newellDepthSort(self, mesh):
+ """Newell's depth sorting.
+
+ """
+ by_furthest_z = (lambda f1, f2:
+ cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2]))
+ )
+
+ mesh.quadToTriangle(0)
+
+ from split import Distance, isOnSegment
+
+ def projectionsOverlap(P, Q):
+
+ for i in range(0, len(P.v)):
+
+ v1 = Vector(P.v[i-1])
+ v1[2] = 0
+ v2 = Vector(P.v[i])
+ v2[2] = 0
+
+ EPS = 10e-7
+
+ for j in range(0, len(Q.v)):
+ v3 = Vector(Q.v[j-1])
+ v3[2] = 0
+ v4 = Vector(Q.v[j])
+ v4[2] = 0
+
+ ret = LineIntersect(v1, v2, v3, v4)
+ # if line v1-v2 and v3-v4 intersect both return
+ # values are the same.
+ if ret and ret[0] == ret[1] and isOnSegment(v1, v2,
+ ret[0], True) and isOnSegment(v3, v4, ret[1], True):
+
+
+ l1 = (ret[0] - v1).length
+ l2 = (ret[0] - v2).length
+
+ l3 = (ret[1] - v3).length
+ l4 = (ret[1] - v4).length
+
+ if (l1 < EPS or l2 < EPS) and (l3 < EPS or l4 < EPS):
+ continue
+
+ debug("Projections OVERLAP!!\n")
+ debug("line1:"+
+ " M "+ str(v1[0])+','+str(v1[1]) + ' L ' + str(v2[0])+','+str(v2[1]) + '\n' +
+ " M "+ str(v3[0])+','+str(v3[1]) + ' L ' + str(v4[0])+','+str(v4[1]) + '\n' +
+ "\n")
+ debug("return: "+ str(ret)+"\n")
+ return True
+
+ return False
+
+
+ from facesplit import facesplit
+
+ # FIXME: using NMesh to sort faces. We should avoid that!
+ nmesh = NMesh.GetRaw(mesh.name)
+
+ # remember that _higher_ z values mean further points
+ nmesh.faces.sort(by_furthest_z)
+ nmesh.faces.reverse()
+
+
+ # Begin depth sort tests
+
+ # use the smooth flag to set marked faces
+ for f in nmesh.faces:
+ f.smooth = 0
+
+ facelist = nmesh.faces[:]
+ maplist = []
+
+ EPS = 10e-8
+ #EPS = 0
+
+ global progress
+ # The steps are _at_least_ equal to len(facelist), we do not count the
+ # feces coming out from plitting!!
+ progress.setActivity("HSR: Newell", len(facelist))
+ progress.setQuiet(True)
+
+
+ steps = -1
+ split_done = 0
+ marked_face = 0
+
+ while len(facelist):
+ print "\n----------------------"
+ P = facelist[0]
+
+ #steps += 1
+ #if steps == 3:
+ # maplist = facelist
+ # break
+ print len(facelist)
+ if len(facelist) == 33:
+ #maplist = facelist
+ break
+
+
+ #pSign = 1
+ #if P.normal[2] < 0:
+ # pSign = -1
+ pSign = sign(P.normal[2])
+
+ # We can discard faces thar are perpendicular to the view
+ if pSign == 0:
+ facelist.remove(P)
+ continue
+
+
+ split_done = 0
+ face_marked = 0
+
+ for Q in facelist[1:]:
+
+ debug("P.smooth: " + str(P.smooth) + "\n")
+ debug("Q.smooth: " + str(Q.smooth) + "\n")
+ debug("\n")
+
+ #qSign = 1
+ #if Q.normal[2] < 0:
+ # qSign = -1
+ qSign = sign(Q.normal[2])
+
+ # We need to test only those Qs whose furthest vertex
+ # is closer to the observer than the closest vertex of P.
+
+ zP = [v.co[2] for v in P.v]
+ zQ = [v.co[2] for v in Q.v]
+ ZOverlap = min(zP) < max(zQ)
+
+ if not ZOverlap:
+ debug("\nTest 0\n")
+ debug("NOT Z OVERLAP!\n")
+ if Q.smooth == 0:
+ # If Q is not marked then we can safely print P
+ break
+ else:
+ 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]
+ notXOverlap = (max(xP) <= min(xQ)) or (max(xQ) <= min(xP))
+
+ if notXOverlap:
+ debug("\nTest 1\n")
+ debug("NOT X OVERLAP!\n")
+ continue
+
+ # Test 2: Y extent Overlapping
+ yP = [v.co[1] for v in P.v]
+ yQ = [v.co[1] for v in Q.v]
+ notYOverlap = (max(yP) <= min(yQ)) or (max(yQ) <= min(yP))
+
+ if notYOverlap:
+ debug("\nTest 2\n")
+ debug("NOT Y OVERLAP!\n")
+ continue
+
+
+ # Test 3: P vertices are all behind the plane of Q
+ n = 0
+ for Pi in P:
+ d = qSign * Distance(Vector(Pi), Q)
+ if d >= -EPS:
+ n += 1
+ pVerticesBehindPlaneQ = (n == len(P))
+
+ if pVerticesBehindPlaneQ:
+ debug("\nTest 3\n")
+ debug("P BEHIND Q!\n")
+ continue
+
+
+ # Test 4: Q vertices in front of the plane of P
+ n = 0
+ for Qi in Q:
+ d = pSign * Distance(Vector(Qi), P)
+ if d <= EPS:
+ n += 1
+ qVerticesInFrontPlaneP = (n == len(Q))
+
+ if qVerticesInFrontPlaneP:
+ debug("\nTest 4\n")
+ debug("Q IN FRONT OF P!\n")
+ continue
+
+ # Test 5: Line Intersections... TODO
+ # Check if polygons effectively overlap each other, not only
+ # boundig boxes as done before.
+ # Since we We are working in normalized projection coordinates
+ # we kust check if polygons intersect.
+
+ if not projectionsOverlap(P, Q):
+ debug("\nTest 5\n")
+ debug("Projections do not overlap!\n")
+ continue
+
+
+ # We still do not know if P obscures Q.
+
+ # But if Q is marked we do a split trying to resolve a
+ # difficulty (maybe a visibility cycle).
+ if Q.smooth == 1:
+ # Split P or Q
+ debug("Possibly a cycle detected!\n")
+ debug("Split here!!\n")
+ old_facelist = facelist[:]
+ facelist = facesplit(P, Q, facelist, nmesh)
+ split_done = 1
+ break
+
+
+ # The question now is: Does Q obscure P?
+
+ # Test 3bis: Q vertices are all behind the plane of P
+ n = 0
+ for Qi in Q:
+ d = pSign * Distance(Vector(Qi), P)
+ if d >= -EPS:
+ n += 1
+ qVerticesBehindPlaneP = (n == len(Q))
+
+ if qVerticesBehindPlaneP:
+ debug("\nTest 3bis\n")
+ debug("Q BEHIND P!\n")
+
+
+ # Test 4bis: P vertices in front of the plane of Q
+ n = 0
+ for Pi in P:
+ d = qSign * Distance(Vector(Pi), Q)
+ if d <= EPS:
+ n += 1
+ pVerticesInFrontPlaneQ = (n == len(P))
+
+ if pVerticesInFrontPlaneQ:
+ debug("\nTest 4bis\n")
+ debug("P IN FRONT OF Q!\n")
+
+
+ # 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:
+ debug("\nSimple Intersection?\n")
+ debug("Test 3bis or 4bis failed\n")
+ debug("Split here!!2\n")
+
+ old_facelist = facelist[:]
+ facelist = facesplit(P, Q, facelist, nmesh)
+
+ steps += 1
+ if steps == 2:
+ maplist = [P, Q]
+ print P, Q
+ split_done = 1
+ break
+
+
+ facelist.remove(Q)
+ facelist.insert(0, Q)
+ Q.smooth = 1
+ face_marked = 1
+
+ # Make merked faces BLUE. so to see them
+ #for c in Q.col:
+ # c.r = 0
+ # c.g = 0
+ # c.b = 255
+ # c.a = 255
+
+ debug("Q marked!\n")
+ print [f.smooth for f in facelist]
+ break
+
+ # Write P!
+ if split_done == 0 and face_marked == 0:
+ P = facelist[0]
+ facelist.remove(P)
+ maplist.append(P)
+
+ progress.update()
+ #if progress.progressModel.getProgress() == 100:
+ # break
+ if steps == 2:
+ """
+ for c in Q.col:
+ c.r = 0
+ c.g = 0
+ c.b = 255
+ c.a = 255
+ for c in P.col:
+ c.r = 0
+ c.g = 0
+ c.b = 255
+ c.a = 255
+ """
+ print steps
+ #maplist.append(P)
+ #maplist.append(Q)
+
+ # for f in facelist:
+ # if f not in old_facelist:
+ # print "splitted?"
+ # maplist.append(f)
+
+ break
+ """
+ """
+
+
+
+ nmesh.faces = maplist
+
+ for f in nmesh.faces:
+ f.sel = 1
+ nmesh.update()
+ print nmesh.faces
+
+ def _doHiddenSurfaceRemoval(self, mesh):
+ """Do HSR for the given mesh.
+ """
+ if len(mesh.faces) == 0:
+ return
+
+ if config.polygons['HSR'] == 'PAINTER':
+ print "\nUsing the Painter algorithm for HSR."
+ self.__simpleDepthSort(mesh)
+
+ elif config.polygons['HSR'] == 'NEWELL':
+ print "\nUsing the Newell's algorithm for HSR."
+ self.__newellDepthSort(mesh)
+
+
+ def _doEdgesStyle(self, mesh, edgestyleSelect):
+ """Process Mesh Edges accroding to a given selection style.
+
+ Examples of algorithms:
+
+ Contours:
+ given an edge if its adjacent faces have the same normal (that is
+ they are complanar), than deselect it.
+
+ Silhouettes:
+ given an edge if one its adjacent faces is frontfacing and the
+ other is backfacing, than select it, else deselect.
+ """
+
+ Mesh.Mode(Mesh.SelectModes['EDGE'])
+
+ edge_cache = MeshUtils.buildEdgeFaceUsersCache(mesh)
+
+ for i,edge_faces in enumerate(edge_cache):
+ mesh.edges[i].sel = 0
+ if edgestyleSelect(edge_faces):
+ mesh.edges[i].sel = 1
+
+ """
+ for e in mesh.edges:
+
+ e.sel = 0
+ if edgestyleSelect(e, mesh):
+ e.sel = 1
+ """
+
# ---------------------------------------------------------------------
#
-## Main Program
+## GUI Class and Main Program
#
# ---------------------------------------------------------------------
+
+from Blender import BGL, Draw
+from Blender.BGL import *
+
+class GUI:
+
+ def _init():
+
+ # Output Format menu
+ output_format = config.output['FORMAT']
+ default_value = outputWriters.keys().index(output_format)+1
+ GUI.outFormatMenu = Draw.Create(default_value)
+ GUI.evtOutFormatMenu = 0
+
+ # Animation toggle button
+ GUI.animToggle = Draw.Create(config.output['ANIMATION'])
+ GUI.evtAnimToggle = 1
+
+ # Join Objects toggle button
+ GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS'])
+ GUI.evtJoinObjsToggle = 2
+
+ # Render filled polygons
+ GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
+
+ # Shading Style menu
+ shading_style = config.polygons['SHADING']
+ default_value = shadingStyles.keys().index(shading_style)+1
+ GUI.shadingStyleMenu = Draw.Create(default_value)
+ GUI.evtShadingStyleMenu = 21
+
+ GUI.evtPolygonsToggle = 3
+ # We hide the config.polygons['EXPANSION_TRICK'], for now
+
+ # Render polygon edges
+ GUI.showEdgesToggle = Draw.Create(config.edges['SHOW'])
+ GUI.evtShowEdgesToggle = 4
+
+ # Render hidden edges
+ GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
+ GUI.evtShowHiddenEdgesToggle = 5
+
+ # Edge Style menu
+ edge_style = config.edges['STYLE']
+ default_value = edgeStyles.keys().index(edge_style)+1
+ GUI.edgeStyleMenu = Draw.Create(default_value)
+ GUI.evtEdgeStyleMenu = 6
+
+ # Edge Width slider
+ GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH'])
+ GUI.evtEdgeWidthSlider = 7
+
+ # Edge Color Picker
+ c = config.edges['COLOR']
+ GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0)
+ GUI.evtEdgeColorPicker = 71
+
+ # Render Button
+ GUI.evtRenderButton = 8
+
+ # Exit Button
+ GUI.evtExitButton = 9
+
+ def draw():
+
+ # initialize static members
+ GUI._init()
+
+ glClear(GL_COLOR_BUFFER_BIT)
+ glColor3f(0.0, 0.0, 0.0)
+ glRasterPos2i(10, 350)
+ Draw.Text("VRM: Vector Rendering Method script. Version %s." %
+ __version__)
+ glRasterPos2i(10, 335)
+ Draw.Text("Press Q or ESC to quit.")
+
+ # Build the output format menu
+ glRasterPos2i(10, 310)
+ Draw.Text("Select the output Format:")
+ outMenuStruct = "Output Format %t"
+ for t in outputWriters.keys():
+ outMenuStruct = outMenuStruct + "|%s" % t
+ GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu,
+ 10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format")
+
+ # Animation toggle
+ GUI.animToggle = Draw.Toggle("Animation", GUI.evtAnimToggle,
+ 10, 260, 160, 18, GUI.animToggle.val,
+ "Toggle rendering of animations")
+
+ # Join Objects toggle
+ GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle,
+ 10, 235, 160, 18, GUI.joinObjsToggle.val,
+ "Join objects in the rendered file")
+
+ # Render Button
+ Draw.Button("Render", GUI.evtRenderButton, 10, 210-25, 75, 25+18,
+ "Start Rendering")
+ Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
+
+ # Rendering Styles
+ glRasterPos2i(200, 310)
+ Draw.Text("Rendering Style:")
+
+ # Render Polygons
+ GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle,
+ 200, 285, 160, 18, GUI.polygonsToggle.val,
+ "Render filled polygons")
+
+ if GUI.polygonsToggle.val == 1:
+
+ # Polygon Shading Style
+ shadingStyleMenuStruct = "Shading Style %t"
+ for t in shadingStyles.keys():
+ shadingStyleMenuStruct = shadingStyleMenuStruct + "|%s" % t.lower()
+ GUI.shadingStyleMenu = Draw.Menu(shadingStyleMenuStruct, GUI.evtShadingStyleMenu,
+ 200, 260, 160, 18, GUI.shadingStyleMenu.val,
+ "Choose the shading style")
+
+
+ # Render Edges
+ GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle,
+ 200, 235, 160, 18, GUI.showEdgesToggle.val,
+ "Render polygon edges")
+
+ if GUI.showEdgesToggle.val == 1:
+
+ # Edge Style
+ edgeStyleMenuStruct = "Edge Style %t"
+ for t in edgeStyles.keys():
+ edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower()
+ GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
+ 200, 210, 160, 18, GUI.edgeStyleMenu.val,
+ "Choose the edge style")
+
+ # Edge size
+ GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
+ 200, 185, 140, 18, GUI.edgeWidthSlider.val,
+ 0.0, 10.0, 0, "Change Edge Width")
+
+ # Edge Color
+ GUI.edgeColorPicker = Draw.ColorPicker(GUI.evtEdgeColorPicker,
+ 342, 185, 18, 18, GUI.edgeColorPicker.val, "Choose Edge Color")
+
+ # Show Hidden Edges
+ GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges",
+ GUI.evtShowHiddenEdgesToggle,
+ 200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
+ "Render hidden edges as dashed lines")
+
+ glRasterPos2i(10, 160)
+ Draw.Text("%s (c) 2006" % __author__)
+
+ def event(evt, val):
+
+ if evt == Draw.ESCKEY or evt == Draw.QKEY:
+ Draw.Exit()
+ else:
+ return
+
+ Draw.Redraw(1)
+
+ def button_event(evt):
+
+ if evt == GUI.evtExitButton:
+ Draw.Exit()
+
+ elif evt == GUI.evtOutFormatMenu:
+ i = GUI.outFormatMenu.val - 1
+ config.output['FORMAT']= outputWriters.keys()[i]
+
+ elif evt == GUI.evtAnimToggle:
+ config.output['ANIMATION'] = bool(GUI.animToggle.val)
+
+ elif evt == GUI.evtJoinObjsToggle:
+ config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val)
+
+ elif evt == GUI.evtPolygonsToggle:
+ config.polygons['SHOW'] = bool(GUI.polygonsToggle.val)
+
+ elif evt == GUI.evtShadingStyleMenu:
+ i = GUI.shadingStyleMenu.val - 1
+ config.polygons['SHADING'] = shadingStyles.keys()[i]
+
+ elif evt == GUI.evtShowEdgesToggle:
+ config.edges['SHOW'] = bool(GUI.showEdgesToggle.val)
+
+ elif evt == GUI.evtShowHiddenEdgesToggle:
+ config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val)
+
+ elif evt == GUI.evtEdgeStyleMenu:
+ i = GUI.edgeStyleMenu.val - 1
+ config.edges['STYLE'] = edgeStyles.keys()[i]
+
+ elif evt == GUI.evtEdgeWidthSlider:
+ config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val)
+
+ elif evt == GUI.evtEdgeColorPicker:
+ config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val]
+
+ elif evt == GUI.evtRenderButton:
+ label = "Save %s" % config.output['FORMAT']
+ # Show the File Selector
+ global outputfile
+ Blender.Window.FileSelector(vectorize, label, outputfile)
+
+ else:
+ print "Event: %d not handled!" % evt
+
+ if evt:
+ Draw.Redraw(1)
+ #GUI.conf_debug()
+
+ def conf_debug():
+ from pprint import pprint
+ print "\nConfig"
+ pprint(config.output)
+ pprint(config.polygons)
+ pprint(config.edges)
+
+ _init = staticmethod(_init)
+ draw = staticmethod(draw)
+ event = staticmethod(event)
+ button_event = staticmethod(button_event)
+ conf_debug = staticmethod(conf_debug)
+
+# A wrapper function for the vectorizing process
def vectorize(filename):
"""The vectorizing process is as follows:
- Instanciate the writer and the renderer
- Render!
"""
+
+ if filename == "":
+ print "\nERROR: invalid file name!"
+ return
+
from Blender import Window
editmode = Window.EditMode()
if editmode: Window.EditMode(0)
- writer = SVGVectorWriter(filename)
+ actualWriter = outputWriters[config.output['FORMAT']]
+ writer = actualWriter(filename)
renderer = Renderer()
- renderer.doRendering(writer, RENDER_ANIMATION)
+ renderer.doRendering(writer, config.output['ANIMATION'])
if editmode: Window.EditMode(1)
-def vectorize_gui(filename):
- """Draw the gui.
-
- I would like to keep that simple, really.
- """
- Blender.Window.FileSelector (vectorize, 'Save SVG', filename)
- Blender.Redraw()
-
+# We use a global progress Indicator Object
+progress = None
# Here the main
if __name__ == "__main__":
-
- import os
- outputfile = os.path.splitext(Blender.Get('filename'))[0]+".svg"
- # with this trick we can run the script in batch mode
- try:
- vectorize_gui(outputfile)
- except:
+ global progress
+
+ outputfile = ""
+ basename = Blender.sys.basename(Blender.Get('filename'))
+ if basename != "":
+ outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
+
+ if Blender.mode == 'background':
+ progress = ConsoleProgressIndicator()
vectorize(outputfile)
+ else:
+ progress = GraphicalProgressIndicator()
+ Draw.Register(GUI.draw, GUI.event, GUI.button_event)