# - Use a better depth sorting algorithm
# - Review how selections are made (this script uses selection states of
# primitives to represent visibility infos)
-# - Implement Clipping and do handle object intersections
+# - Implement clipping of primitives and do handle object intersections.
+# (for now only clipping for whole objects is supported).
# - Implement Edge Styles (silhouettes, contours, etc.)
# - Implement Edge coloring
# - Use multiple lighting sources in color calculation
RENDER_ANIMATION = False
-# Do not work for now!
-OPTIMIZE_FOR_SPACE = False
+# Does not work in batch mode!!
+#OPTIMIZE_FOR_SPACE = True
# ---------------------------------------------------------------------
else:
mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
-
# View transformation
cam = Matrix(cameraObj.getInverseMatrix())
cam.transpose()
"""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):
# 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]
# use the stroke property to alleviate the "adjacent edges" problem,
# we simulate polygon expansion using borders,
stroke_col = color
stroke_width = 0.5
- self.file.write("\tstyle=\"fill:rgb("+str(color[0])+","+str(color[1])+","+str(color[2])+");")
+ # Convert the color to the #RRGGBB form
+ str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+
+ self.file.write("\tstyle=\"fill:" + str_col + ";")
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")
+ self.file.write(" stroke:" + str_col + ";")
+ self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
self.file.write(" stroke-linecap:round;stroke-linejoin:round")
self.file.write("\"/>\n")
# Render from the currently active camera
self.cameraObj = self._SCENE.getCurrentCamera()
+ print dir(self._SCENE)
# Get the list of lighting sources
obj_lst = self._SCENE.getChildren()
"""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.
"""
# 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._doConvertGeometricObjToMesh(workScene)
- # FIXME: does not work!!, Blender segfaults on joins
- if OPTIMIZE_FOR_SPACE:
- self._joinMeshObjectsInScene(workScene)
+ self._doSceneClipping(workScene)
-
- # global processing of the scene
- self._doClipping()
+ # FIXME: does not work in batch mode!
+ #if OPTIMIZE_FOR_SPACE:
+ # self._joinMeshObjectsInScene(workScene)
self._doSceneDepthSorting(workScene)
# Per object activities
- Objects = workScene.getChildren()
+ Objects = workScene.getChildren()
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()
# 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 _cameraViewDirection(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._cameraViewDirection()
+
+ # View vector in perspective projections can be considered as
+ # the difference between the camera position and one point of
+ # the face, we choose the farthest point from the camera.
if self.cameraObj.data.getType() == 0:
- 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 _doConvertGeometricObjToMesh(self, scene):
+ """Convert all "geometric" objects to mesh ones.
"""
- print "TODO: _doClipping()"
- return
+ geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
+
+ Objects = scene.getChildren()
+ objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
+ for obj in objList:
+ old_obj = obj
+ obj = self._convertToRawMeshObj(obj)
+ scene.link(obj)
+ scene.unlink(old_obj)
+
+ # Mesh Cleanup
+ me = obj.getData(mesh=1)
+ for f in me.faces: f.sel = 1;
+ for v in me.verts: v.sel = 1;
+ me.remDoubles(0)
+ me.triangleToQuad()
+ me.recalcNormals()
+ me.update()
+
+ def _doSceneClipping(self, scene):
+ """Clip objects against the View Frustum.
+
+ For now clip away only objects according to their center position.
+ """
+
+ cpos = self._getObjPosition(self.cameraObj)
+ view_vect = self._cameraViewDirection()
+
+ near = self.cameraObj.data.clipStart
+ far = self.cameraObj.data.clipEnd
+
+ aspect = float(self.canvasRatio[0])/float(self.canvasRatio[1])
+ fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32))
+ fovy = fovy * 360.0/pi
+
+ Objects = scene.getChildren()
+ for o in Objects:
+ if o.getType() != 'Mesh': continue;
+
+ obj_vect = Vector(cpos) - self._getObjPosition(o)
+
+ d = obj_vect*view_vect
+ theta = AngleBetweenVecs(obj_vect, view_vect)
+
+ # if the object is outside the view frustum, clip it away
+ if (d < near) or (d > far) or (theta > fovy):
+ scene.unlink(o)
def _doSceneDepthSorting(self, scene):
"""Sort objects in the scene.
The object sorting is done accordingly to the object centers.
"""
- c = self._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.
"""
+ mesh = Mesh.New()
bigObj = Object.New('Mesh', 'BigOne')
+ bigObj.link(mesh)
+
oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
- print "Before join", oList
bigObj.join(oList)
- print "After join"
scene.link(bigObj)
for o in oList:
scene.unlink(o)
+ scene.update()
+
# Per object methods
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
The faces in the object are sorted following the distance of the
vertices from the camera position.
"""
- c = self._cameraWorldPosition()
+ c = self._getObjPosition(self.cameraObj)
# 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
+ # Sort faces according to the max distance from the camera
+ by_max_vert_dist = (lambda f1, f2:
cmp(max([(Vector(v.co)-Vector(c)).length for v in f1]),
max([(Vector(v.co)-Vector(c)).length for v in f2])))
-
- # Sort faces according to the 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)))
+
+ # Sort faces according to the min distance from the camera
+ by_min_vert_dist = (lambda f1, f2:
+ cmp(min([(Vector(v.co)-Vector(c)).length for v in f1]),
+ min([(Vector(v.co)-Vector(c)).length for v in f2])))
+
+ # Sort faces according to the avg distance from the camera
+ by_avg_vert_dist = (lambda f1, f2:
+ cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1),
+ sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2)))
+ mesh.faces.sort(by_max_vert_dist)
mesh.faces.reverse()
def _doBackFaceCulling(self, mesh):
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
# 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?
+ # TODO: Using the Mesh module this should come for free. Right?
Mesh.Mode(Mesh.SelectModes['VERTEX'])
for f in mesh.faces:
if not f.sel:
- for v in f:
- v.sel = 0
+ for v in f: v.sel = 0;
for f in mesh.faces:
if f.sel:
- for v in f:
- v.sel = 1
+ for v in f: v.sel = 1;
def _doColorAndLighting(self, mesh):
"""Apply an Illumination model to the object.
# TODO: use multiple lighting sources
light_obj = self.lights[0]
- light_pos = self._worldPosition(light_obj)
+ light_pos = self._getObjPosition(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
mat = materials[f.mat]
# A new default material
- if not mat:
+ if mat == None:
mat = Material.New('defMat')
L = Vector(light_pos).normalize()
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).
+ """Process Mesh Edges.
+
+ Examples of algorithms:
+
+ Contours:
+ given an edge if its adjacent faces have the same normal (that is
+ they are complanar), than deselect it.
- input: an edge list
- return: a processed edge list
+ Silhouettes:
+ given an edge if one its adjacent faces is frontfacing and the
+ other is backfacing, than select it, else deselect.
"""
#print "\tTODO: _doEdgeStyle()"
return
# Here the main
if __name__ == "__main__":
- import os
- outputfile = os.path.splitext(Blender.Get('filename'))[0]+".svg"
+ basename = Blender.sys.basename(Blender.Get('filename'))
+ outputfile = Blender.sys.splitext(basename)[0]+".svg"
# with this trick we can run the script in batch mode
try: