# Think to a way to merge adjacent polygons that have the same color.
# Or a way to use paths for silhouettes and contours.
# - Add Vector Writers other that SVG.
-# - Consider SMIL for animation handling instead of ECMA Script?
+# - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
+# not support SMIL for animations)
+# - FIX the issue with negative scales in object tranformations!
#
# ---------------------------------------------------------------------
#
# Some global settings
+
PRINT_POLYGONS = True
-POLYGON_EXPANSION_TRICK = True
-PRINT_EDGES = True
+POLYGON_EXPANSION_TRICK = True # Hidden to the user for now
+
+PRINT_EDGES = False
SHOW_HIDDEN_EDGES = False
-#EDGE_STYLE = 'normal'
EDGE_STYLE = 'silhouette'
EDGES_WIDTH = 0.5
OUTPUT_FORMAT = 'SVG'
+
# ---------------------------------------------------------------------
#
## Utility Mesh class
#
# ---------------------------------------------------------------------
class MeshUtils:
- def __init__(self):
- return
- def getEdgeAdjacentFaces(self, edge, mesh):
+ def getEdgeAdjacentFaces(edge, mesh):
"""Get the faces adjacent to a given edge.
There can be 0, 1 or more (usually 2) faces adjacent to an edge.
return adjface_list
- def isVisibleEdge(self, e, mesh):
+ def isVisibleEdge(e, mesh):
"""Normal edge selection rule.
An edge is visible if _any_ of its adjacent faces is selected.
useful for "edge only" portion of objects.
"""
- adjacent_faces = self.getEdgeAdjacentFaces(e, mesh)
+ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
if len(adjacent_faces) == 0:
return True
else:
return False
- def isSilhouetteEdge(self, e, mesh):
+ def isSilhouetteEdge(e, mesh):
"""Silhuette selection rule.
An edge is a silhuette edge if it is shared by two faces with
face.
"""
- adjacent_faces = self.getEdgeAdjacentFaces(e, mesh)
+ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
if ((len(adjacent_faces) == 1 and adjacent_faces[0].sel == 1) or
(len(adjacent_faces) == 2 and
return True
else:
return False
+
+ getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
+ isVisibleEdge = staticmethod(isVisibleEdge)
+ isSilhouetteEdge = staticmethod(isSilhouetteEdge)
self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
(framenumber, framestyle) )
+
for obj in Objects:
if(obj.getType() != 'Mesh'):
hidden_stroke_style = ""
- # We consider an edge visible if _both_ its vertices are selected,
- # hence an edge is hidden if _any_ of its vertices is deselected.
if e.sel == 0:
if showHiddenEdges == False:
continue
#
# ---------------------------------------------------------------------
+# A dictionary to collect all the different edge styles and their edge
+# selection criteria
+edgeSelectionStyles = {
+ 'normal': MeshUtils.isVisibleEdge,
+ 'silhouette': MeshUtils.isSilhouetteEdge
+ }
+
+# A dictionary to collect the supported output formats
+outputWriters = {
+ 'SVG': SVGVectorWriter,
+ }
+
+
class Renderer:
"""Render a scene viewed from a given camera.
# 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)
for f in range(startFrame, endFrame+1):
context.currentFrame(f)
- renderedScene = self.doRenderScene(self._SCENE)
+ # Use some temporary workspace, a full copy of the scene
+ inputScene = self._SCENE.copy(2)
+
+ try:
+ renderedScene = self.doRenderScene(inputScene)
+ except:
+ self._SCENE.makeCurrent()
+ Scene.unlink(inputScene)
+ del inputScene
+
outputWriter.printCanvas(renderedScene,
doPrintPolygons = PRINT_POLYGONS,
doPrintEdges = PRINT_EDGES,
context.currentFrame(currentFrame)
- 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
self._doConvertGeometricObjToMesh(workScene)
self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_STYLE])
- self._doProjection(mesh, proj)
+ self._doProjection(mesh, self.proj)
# Update the object data, important! :)
mesh.update()
def _joinMeshObjectsInScene(self, scene):
"""Merge all the Mesh Objects in a scene into a single Mesh Object.
"""
+
+ oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
+
+ # FIXME: Object.join() do not work if the list contains 1 object
+ if len(oList) == 1:
+ return
+
mesh = Mesh.New()
bigObj = Object.New('Mesh', 'BigOne')
bigObj.link(mesh)
- oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
bigObj.join(oList)
scene.link(bigObj)
for o in oList:
This step is done simply applying to the object its tranformation
matrix and recalculating its normals.
"""
+ # XXX FIXME: blender do not transform normals in the right way when
+ # there are negative scale values
+ if matrix[0][0] < 0 or matrix[1][1] < 0 or matrix[2][2] < 0:
+ print "WARNING: Negative scales, expect incorrect results!"
+
mesh.transform(matrix, True)
def _doObjectDepthSorting(self, mesh):
for e in mesh.edges:
+ e.sel = 0
if edgestyleSelect(e, mesh):
e.sel = 1
- else:
- e.sel = 0
def _doProjection(self, mesh, projector):
"""Calculate the Projection for the object.
# ---------------------------------------------------------------------
#
-## Main Program
+## GUI Class and Main Program
#
# ---------------------------------------------------------------------
-# A dictionary to collect all the different edge styles and their edge
-# selection criteria
-edgeSelectionStyles = {
- 'normal': MeshUtils().isVisibleEdge,
- 'silhouette': MeshUtils().isSilhouetteEdge
- }
-# A dictionary to collect the supported output formats
-outputWriters = {
- 'SVG': SVGVectorWriter,
- }
+from Blender import BGL, Draw
+from Blender.BGL import *
+class GUI:
+
+ def _init():
+
+ # Output Format menu
+ default_value = outputWriters.keys().index(OUTPUT_FORMAT)+1
+ GUI.outFormatMenu = Draw.Create(default_value)
+ GUI.evtOutFormatMenu = 0
+
+ # Animation toggle button
+ GUI.animToggle = Draw.Create(RENDER_ANIMATION)
+ GUI.evtAnimToggle = 1
+
+ # Join Objects toggle button
+ GUI.joinObjsToggle = Draw.Create(OPTIMIZE_FOR_SPACE)
+ GUI.evtJoinObjsToggle = 2
+
+ # Render filled polygons
+ GUI.polygonsToggle = Draw.Create(PRINT_POLYGONS)
+ GUI.evtPolygonsToggle = 3
+ # We hide the POLYGON_EXPANSION_TRICK, for now
+
+ # Render polygon edges
+ GUI.showEdgesToggle = Draw.Create(PRINT_EDGES)
+ GUI.evtShowEdgesToggle = 4
+
+ # Render hidden edges
+ GUI.showHiddenEdgesToggle = Draw.Create(SHOW_HIDDEN_EDGES)
+ GUI.evtShowHiddenEdgesToggle = 5
+
+ # Edge Style menu
+ default_value = edgeSelectionStyles.keys().index(EDGE_STYLE)+1
+ GUI.edgeStyleMenu = Draw.Create(default_value)
+ GUI.evtEdgeStyleMenu = 6
+
+ # Edge Width slider
+ GUI.edgeWidthSlider = Draw.Create(EDGES_WIDTH)
+ GUI.evtEdgeWidthSlider = 7
+
+ # Render Button
+ GUI.evtRenderButton = 8
+
+ # Exit Button
+ GUI.evtExitButton = 9
+
+ def draw():
+
+ # initialize static members
+ GUI._init()
+
+ glClear(GL_COLOR_BUFFER_BIT)
+ glColor3f(0.0, 0.0, 0.0)
+ glRasterPos2i(10, 350)
+ Draw.Text("VRM: Vector Rendering Method script.")
+ glRasterPos2i(10, 335)
+ Draw.Text("Press Q or ESC to quit.")
+
+ # Build the output format menu
+ glRasterPos2i(10, 310)
+ Draw.Text("Select the output Format:")
+ outMenuStruct = "Output Format %t"
+ for t in outputWriters.keys():
+ outMenuStruct = outMenuStruct + "|%s" % t
+ GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu,
+ 10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format")
+
+ # Animation toggle
+ GUI.animToggle = Draw.Toggle("Animation", GUI.evtAnimToggle,
+ 10, 260, 160, 18, GUI.animToggle.val,
+ "Toggle rendering of animations")
+
+ # Join Objects toggle
+ GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle,
+ 10, 235, 160, 18, GUI.joinObjsToggle.val,
+ "Join objects in the rendered file")
+
+ # Render Button
+ Draw.Button("Render", GUI.evtRenderButton, 10, 210-25, 75, 25+18,
+ "Start Rendering")
+ Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
+
+ # Rendering Styles
+ glRasterPos2i(200, 310)
+ Draw.Text("Rendering Style:")
+
+ # Render Polygons
+ GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle,
+ 200, 285, 160, 18, GUI.polygonsToggle.val,
+ "Render filled polygons")
+
+ # Render Edges
+ GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle,
+ 200, 260, 160, 18, GUI.showEdgesToggle.val,
+ "Render polygon edges")
+
+ if GUI.showEdgesToggle.val == 1:
+
+ # Edge Style
+ edgeStyleMenuStruct = "Edge Style %t"
+ for t in edgeSelectionStyles.keys():
+ edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t
+ GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
+ 200, 235, 160, 18, GUI.edgeStyleMenu.val,
+ "Choose the edge style")
+
+ # Edge size
+ GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
+ 200, 210, 160, 18, GUI.edgeWidthSlider.val,
+ 0.0, 10.0, 0, "Change Edge Width")
+
+ # Show Hidden Edges
+ GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges",
+ GUI.evtShowHiddenEdgesToggle,
+ 200, 185, 160, 18, GUI.showHiddenEdgesToggle.val,
+ "Render hidden edges as dashed lines")
+
+ glRasterPos2i(10, 160)
+ Draw.Text("Antonio Ospite (c) 2006")
+
+ def event(evt, val):
+
+ if evt == Draw.ESCKEY or evt == Draw.QKEY:
+ Draw.Exit()
+ else:
+ return
+
+ Draw.Redraw(1)
+
+ def button_event(evt):
+ global PRINT_POLYGONS
+ global POLYGON_EXPANSION_TRICK
+ global PRINT_EDGES
+ global SHOW_HIDDEN_EDGES
+ global EDGE_STYLE
+ global EDGES_WIDTH
+ global RENDER_ANIMATION
+ global OPTIMIZE_FOR_SPACE
+ global OUTPUT_FORMAT
+
+ if evt == GUI.evtExitButton:
+ Draw.Exit()
+ elif evt == GUI.evtOutFormatMenu:
+ i = GUI.outFormatMenu.val - 1
+ OUTPUT_FORMAT = outputWriters.keys()[i]
+ elif evt == GUI.evtAnimToggle:
+ RENDER_ANIMATION = bool(GUI.animToggle.val)
+ elif evt == GUI.evtJoinObjsToggle:
+ OPTIMIZE_FOR_SPACE = bool(GUI.joinObjsToggle.val)
+ elif evt == GUI.evtPolygonsToggle:
+ PRINT_POLYGONS = bool(GUI.polygonsToggle.val)
+ elif evt == GUI.evtShowEdgesToggle:
+ PRINT_EDGES = bool(GUI.showEdgesToggle.val)
+ elif evt == GUI.evtShowHiddenEdgesToggle:
+ SHOW_HIDDEN_EDGES = bool(GUI.showHiddenEdgesToggle.val)
+ elif evt == GUI.evtEdgeStyleMenu:
+ i = GUI.edgeStyleMenu.val - 1
+ EDGE_STYLE = edgeSelectionStyles.keys()[i]
+ elif evt == GUI.evtEdgeWidthSlider:
+ EDGES_WIDTH = float(GUI.edgeWidthSlider.val)
+ elif evt == GUI.evtRenderButton:
+ label = "Save %s" % OUTPUT_FORMAT
+ # Show the File Selector
+ global outputfile
+ Blender.Window.FileSelector(vectorize, label, outputfile)
+
+ else:
+ print "Event: %d not handled!" % evt
+
+ if evt:
+ Draw.Redraw(1)
+ #GUI.conf_debug()
+
+ def conf_debug():
+ print
+ print "PRINT_POLYGONS:", PRINT_POLYGONS
+ print "POLYGON_EXPANSION_TRICK:", POLYGON_EXPANSION_TRICK
+ print "PRINT_EDGES:", PRINT_EDGES
+ print "SHOW_HIDDEN_EDGES:", SHOW_HIDDEN_EDGES
+ print "EDGE_STYLE:", EDGE_STYLE
+ print "EDGES_WIDTH:", EDGES_WIDTH
+ print "RENDER_ANIMATION:", RENDER_ANIMATION
+ print "OPTIMIZE_FOR_SPACE:", OPTIMIZE_FOR_SPACE
+ print "OUTPUT_FORMAT:", OUTPUT_FORMAT
+
+ _init = staticmethod(_init)
+ draw = staticmethod(draw)
+ event = staticmethod(event)
+ button_event = staticmethod(button_event)
+ conf_debug = staticmethod(conf_debug)
# A wrapper function for the vectorizing process
def vectorize(filename):
- 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 = outputWriters[OUTPUT_FORMAT](filename)
+ actualWriter = outputWriters[OUTPUT_FORMAT]
+ writer = actualWriter(filename)
renderer = Renderer()
renderer.doRendering(writer, RENDER_ANIMATION)
# Here the main
if __name__ == "__main__":
+ outputfile = ""
basename = Blender.sys.basename(Blender.Get('filename'))
- outputfile = Blender.sys.splitext(basename)[0]+".svg"
+ if basename != "":
+ outputfile = Blender.sys.splitext(basename)[0] + "." + str(OUTPUT_FORMAT).lower()
if Blender.mode == 'background':
vectorize(outputfile)
else:
- label = "Save %s" % OUTPUT_FORMAT
- Blender.Window.FileSelector(vectorize, label, outputfile)
- Blender.Redraw()
+ Draw.Register(GUI.draw, GUI.event, GUI.button_event)