#!BPY
"""
Name: 'VRM'
-Blender: 241
+Blender: 242
Group: 'Render'
Tooltip: 'Vector Rendering Method script'
"""
__author__ = "Antonio Ospite"
-__url__ = ["http://vrm.projects.blender.org"]
+__url__ = ["http://projects.blender.org/projects/vrm"]
__version__ = "0.3"
__bpydoc__ = """\
# ---------------------------------------------------------------------
#
# Things TODO for a next release:
-# - Switch to the Mesh structure, should be considerably faster
-# (partially done, but with Mesh we cannot sort faces, yet)
+# - Use multiple lighting sources in color calculation,
+# (this is part of the "shading refactor") and use light color!
+# - 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 of primitives and do handle object intersections.
-# (for now only clipping for whole objects is supported).
-# - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
-# - Implement Edge coloring
-# - Use multiple lighting sources in color calculation
-# - Implement Shading Styles? (for now we use Flat Shading).
# - 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.
+# 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? (Firefox do
# not support SMIL for animations)
-# - FIX the issue with negative scales in object tranformations!
+# - 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? (for now we use Flat Shading) (partially done).
+# - Add Vector Writers other than SVG.
#
# ---------------------------------------------------------------------
#
# Some global settings
-PRINT_POLYGONS = True
-
-POLYGON_EXPANSION_TRICK = True # Hidden to the user for now
+class config:
+ polygons = dict()
+ polygons['SHOW'] = True
+ polygons['SHADING'] = 'TOON'
+ # Hidden to the user for now
+ polygons['EXPANSION_TRICK'] = True
-PRINT_EDGES = False
-SHOW_HIDDEN_EDGES = False
-EDGE_STYLE = 'silhouette'
-EDGES_WIDTH = 0.5
+ edges = dict()
+ edges['SHOW'] = True
+ edges['SHOW_HIDDEN'] = False
+ edges['STYLE'] = 'SILHOUETTE'
+ edges['WIDTH'] = 2
+ edges['COLOR'] = [0, 0, 0]
-RENDER_ANIMATION = False
-
-OPTIMIZE_FOR_SPACE = True
-
-OUTPUT_FORMAT = 'SVG'
+ output = dict()
+ output['FORMAT'] = 'SVG'
+ output['ANIMATION'] = False
+ output['JOIN_OBJECTS'] = True
return adjface_list
- def isVisibleEdge(e, mesh):
- """Normal edge selection rule.
+ def isMeshEdge(e, mesh):
+ """Mesh edge rule.
- An edge is visible if _any_ of its adjacent faces is selected.
+ A mesh edge is visible if _any_ 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.
"""
else:
return False
+ def toonShading(u):
+
+ levels = 2
+ texels = 2*levels - 1
+ map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0]
+
+ v = 1.0
+ for i in range(0, len(map)-1):
+ pivot = (map[i]+map[i+1])/2.0
+ j = int(u>pivot)
+
+ v = map[i+j]
+
+ if v<map[i+1]:
+ return v
+
+ return v
+
+
getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
- isVisibleEdge = staticmethod(isVisibleEdge)
+ isMeshEdge = staticmethod(isMeshEdge)
isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+ 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())
# Note that we have to work on the vertex using homogeneous coordinates
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
#
self.file.write("\n</svg>\n")
- def _printPolygons(self, mesh):
+ def _printPolygons(self, mesh):
"""Print the selected (visible) polygons.
"""
if not face.sel:
continue
- self.file.write("<polygon points=\"")
+ self.file.write("<path d=\"")
- for v in face:
+ p = self._calcCanvasCoord(face.verts[0])
+ self.file.write("M %g,%g L " % (p[0], p[1]))
+
+ for v in face.verts[1:]:
p = self._calcCanvasCoord(v)
self.file.write("%g,%g " % (p[0], p[1]))
else:
color = [255, 255, 255, 255]
+ # Convert the color to the #RRGGBB form
+ str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+
# 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
- # 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:
self.file.write("\tstyle=\"fill:" + str_col + ";")
self.file.write(opacity_string)
- if POLYGON_EXPANSION_TRICK:
- self.file.write(" stroke:" + str_col + ";")
+ if config.polygons['EXPANSION_TRICK']:
self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
self.file.write(" stroke-linecap:round;stroke-linejoin:round")
self.file.write("\"/>\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")
#
# ---------------------------------------------------------------------
-# 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 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 = {
- 'SVG': SVGVectorWriter,
- }
+outputWriters = dict()
+outputWriters['SVG'] = SVGVectorWriter
class Renderer:
"""
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:
# 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:
+ 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
self._SCENE.makeCurrent()
- Scene.unlink(renderedScene)
- del renderedScene
+ #Scene.unlink(renderedScene)
+ #del renderedScene
outputWriter.close()
print "Done!"
- context.currentFrame(currentFrame)
+ context.currentFrame(origCurrentFrame)
def doRenderScene(self, workScene):
# global processing of the scene
- self._doConvertGeometricObjToMesh(workScene)
-
self._doSceneClipping(workScene)
+ self._doConvertGeometricObjToMesh(workScene)
- # XXX: Joining objects does not work in batch mode!!
- # Do not touch the following if, please :)
-
- global OPTIMIZE_FOR_SPACE
- if Blender.mode == 'background':
- print "\nWARNING! Joining objects not supported in background mode!\n"
- OPTIMIZE_FOR_SPACE = False
-
- if OPTIMIZE_FOR_SPACE:
+ if config.output['JOIN_OBJECTS']:
self._joinMeshObjectsInScene(workScene)
-
self._doSceneDepthSorting(workScene)
# Per object activities
Objects = workScene.getChildren()
for obj in Objects:
-
+
if obj.getType() != 'Mesh':
print "Only Mesh supported! - Skipping type:", obj.getType()
continue
print "Rendering: ", obj.getName()
- mesh = obj.getData()
+ mesh = obj.getData(mesh=1)
- self._doModelToWorldCoordinates(mesh, obj.matrix)
+ self._doModelingTransformation(mesh, obj.matrix)
- self._doObjectDepthSorting(mesh)
-
- # We use both Mesh and NMesh because for depth sorting we change
- # face order and Mesh class don't let us to do that.
- mesh.update()
- mesh = obj.getData(mesh=1)
-
self._doBackFaceCulling(mesh)
-
- self._doColorAndLighting(mesh)
- self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_STYLE])
+ self._doPerVertexLighting(mesh)
+ # Do "projection" now so we perform further processing
+ # in Normalized View Coordinates
self._doProjection(mesh, self.proj)
+
+ self._doViewFrustumClipping(mesh)
+
+ self._doMeshDepthSorting(mesh)
+
+ self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
+
# Update the object data, important! :)
mesh.update()
"""
return obj.matrix.translationPart()
- def _cameraViewDirection(self):
+ def _cameraViewVector(self):
"""Get the View Direction form the camera matrix.
"""
return Vector(self.cameraObj.matrix[2]).resize3D()
# View Vector in orthographics projections is the view Direction of
# the camera
if self.cameraObj.data.getType() == 1:
- view_vect = self._cameraViewDirection()
+ view_vect = self._cameraViewVector()
# View vector in perspective projections can be considered as
# the difference between the camera position and one point of
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 _doConvertGeometricObjToMesh(self, scene):
- """Convert all "geometric" objects to mesh ones.
- """
- 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)
-
-
- # 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 _doSceneClipping(self, scene):
- """Clip objects against the View Frustum.
+ """Clip whole 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()
+ view_vect = self._cameraViewVector()
near = self.cameraObj.data.clipStart
far = self.cameraObj.data.clipEnd
if (d < near) or (d > far) or (theta > fovy):
scene.unlink(o)
+ def _doConvertGeometricObjToMesh(self, scene):
+ """Convert all "geometric" objects to mesh ones.
+ """
+ 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)
+
+
+ # 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.
if len(oList) == 1:
return
- mesh = Mesh.New()
+ mesh = Mesh.New('BigOne')
bigObj = Object.New('Mesh', 'BigOne')
bigObj.link(mesh)
- bigObj.join(oList)
scene.link(bigObj)
+
+ try:
+ bigObj.join(oList)
+ except RuntimeError:
+ print "\nCan't Join Objects\n"
+ scene.unlink(bigObj)
+ return
+ except TypeError:
+ print "Objects Type error?"
+
for o in oList:
scene.unlink(o)
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
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._getObjPosition(self.cameraObj)
-
- # hackish sorting of faces
-
- # 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 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):
"""Simple Backface Culling routine.
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 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 f in mesh.faces:
- # if f.sel:
- # for v in f: v.sel = 1;
+ def _doPerVertexLighting(self, mesh):
+ """Apply an Illumination ans shading model to the object.
- def _doColorAndLighting(self, mesh):
- """Apply an Illumination 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.
"""
light = light_obj.data
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:
L = Vector(light_pos).normalize()
- V = (Vector(camPos) - Vector(f.v[0].co)).normalize()
+ V = (Vector(camPos) - Vector(f.cent)).normalize()
N = Vector(f.no).normalize()
R = 2 * (N*L) * N - L
# TODO: Attenuation factor (not used for now)
- a0 = 1; a1 = 0.0; a2 = 0.0
+ a0 = 1.0; a1 = 0.0; a2 = 1.0
d = (Vector(f.v[0].co) - Vector(light_pos)).length
- fd = min(1, 1.0/(a0 + a1*d + a2*d*d))
+ fd = min(1, 1.0/(a0 + a1*d + a2*(d*d)))
# Ambient component
Ia = 1.0
# Diffuse component (add light.col for kd)
kd = mat.getRef() * Vector(mat.getRGBCol())
Ip = light.getEnergy()
- Idiff = Ip * kd * (N*L)
+ if config.polygons['SHADING'] == 'FLAT':
+ Idiff = Ip * kd * max(0, (N*L))
+ elif config.polygons['SHADING'] == 'TOON':
+ Idiff = Ip * kd * MeshUtils.toonShading(N*L)
+
# Specular component
ks = mat.getSpec() * Vector(mat.getSpecCol())
ns = mat.getHardness()
- Ispec = Ip * ks * pow((V * R), ns)
+ Ispec = Ip * ks * pow(max(0, (V*R)), ns)
# Emissive component
ki = Vector([mat.getEmit()]*3)
- I = ki + Iamb + Idiff + Ispec
+ I = ki + Iamb + (Idiff + Ispec)
+
# Set Alpha component
I = list(I)
# Clamp I values between 0 and 1
I = [ min(c, 1) for c in I]
I = [ max(0, c) for c in I]
+
+ # Convert to a value between 0 and 255
tmp_col = [ int(c * 255.0) for c in I]
for c in f.col:
c.b = tmp_col[2]
c.a = tmp_col[3]
+ def _doProjection(self, mesh, projector):
+ """Apply Viewing and Projection tranformations.
+ """
+
+ for v in mesh.verts:
+ p = projector.doProjection(v.co)
+ v.co[0] = p[0]
+ v.co[1] = p[1]
+ v.co[2] = p[2]
+
+ # 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.
+ """
+
+ def test_extensions(self, f1, f2):
+ for v1, v2 in [ (v1, v2) for v1 in f1 for v2 in f2 ]:
+ pass
+
+ def depth_sort(self, faces):
+ return
+
+
+ def _doMeshDepthSorting(self, mesh):
+ """Sort faces in an object.
+
+ The faces in the object are sorted following the distance of the
+ vertices from the camera position.
+ """
+ if len(mesh.faces) == 0:
+ return
+
+ #c = self._getObjPosition(self.cameraObj)
+
+ # In NVC
+ c = [0, 0, 1]
+
+ # hackish sorting of faces
+
+ # 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 f2]),
+ max([(Vector(v.co)-Vector(c)).length for v in f1])))
+
+ # 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)))
+
+
+ # FIXME: using NMesh to sort faces. We should avoid that!
+ nmesh = NMesh.GetRaw(mesh.name)
+ nmesh.faces.sort(by_max_vert_dist)
+ #nmesh.faces.reverse()
+
+ # Depth sort tests
+
+ self.depth_sort(nmesh.faces)
+
+
+ mesh.faces.delete(1, range(0, len(mesh.faces)))
+
+ for i,f in enumerate(nmesh.faces):
+ fv = [v.index for v in f.v]
+ mesh.faces.extend(fv)
+ mesh.faces[i].mat = f.mat
+ mesh.faces[i].sel = f.sel
+ for i,c in enumerate(mesh.faces[i].col):
+ c.r = f.col[i].r
+ c.g = f.col[i].g
+ c.b = f.col[i].b
+ c.a = f.col[i].a
+
def _doEdgesStyle(self, mesh, edgestyleSelect):
"""Process Mesh Edges accroding to a given selection style.
if edgestyleSelect(e, mesh):
e.sel = 1
- def _doProjection(self, mesh, projector):
- """Calculate the Projection for the object.
- """
- # TODO: maybe using the object.transform() can be faster?
-
- for v in mesh.verts:
- p = projector.doProjection(v.co)
- v.co[0] = p[0]
- v.co[1] = p[1]
- v.co[2] = p[2]
-
# ---------------------------------------------------------------------
def _init():
# Output Format menu
- default_value = outputWriters.keys().index(OUTPUT_FORMAT)+1
+ 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(RENDER_ANIMATION)
+ GUI.animToggle = Draw.Create(config.output['ANIMATION'])
GUI.evtAnimToggle = 1
# Join Objects toggle button
- GUI.joinObjsToggle = Draw.Create(OPTIMIZE_FOR_SPACE)
+ GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS'])
GUI.evtJoinObjsToggle = 2
# Render filled polygons
- GUI.polygonsToggle = Draw.Create(PRINT_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 POLYGON_EXPANSION_TRICK, for now
+ # We hide the config.polygons['EXPANSION_TRICK'], for now
# Render polygon edges
- GUI.showEdgesToggle = Draw.Create(PRINT_EDGES)
+ GUI.showEdgesToggle = Draw.Create(config.edges['SHOW'])
GUI.evtShowEdgesToggle = 4
# Render hidden edges
- GUI.showHiddenEdgesToggle = Draw.Create(SHOW_HIDDEN_EDGES)
+ GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
GUI.evtShowHiddenEdgesToggle = 5
# Edge Style menu
- default_value = edgeSelectionStyles.keys().index(EDGE_STYLE)+1
+ 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(EDGES_WIDTH)
+ 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
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, 260, 160, 18, GUI.showEdgesToggle.val,
+ 200, 235, 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
+ for t in edgeStyles.keys():
+ edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower()
GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
- 200, 235, 160, 18, GUI.edgeStyleMenu.val,
+ 200, 210, 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,
+ 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, 185, 160, 18, GUI.showHiddenEdgesToggle.val,
+ 200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
"Render hidden edges as dashed lines")
glRasterPos2i(10, 160)
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]
+ config.output['FORMAT']= outputWriters.keys()[i]
+
elif evt == GUI.evtAnimToggle:
- RENDER_ANIMATION = bool(GUI.animToggle.val)
+ config.outpur['ANIMATION'] = bool(GUI.animToggle.val)
+
elif evt == GUI.evtJoinObjsToggle:
- OPTIMIZE_FOR_SPACE = bool(GUI.joinObjsToggle.val)
+ config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val)
+
elif evt == GUI.evtPolygonsToggle:
- PRINT_POLYGONS = bool(GUI.polygonsToggle.val)
+ 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:
- PRINT_EDGES = bool(GUI.showEdgesToggle.val)
+ config.edges['SHOW'] = bool(GUI.showEdgesToggle.val)
+
elif evt == GUI.evtShowHiddenEdgesToggle:
- SHOW_HIDDEN_EDGES = bool(GUI.showHiddenEdgesToggle.val)
+ config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val)
+
elif evt == GUI.evtEdgeStyleMenu:
i = GUI.edgeStyleMenu.val - 1
- EDGE_STYLE = edgeSelectionStyles.keys()[i]
+ config.edges['STYLE'] = edgeStyles.keys()[i]
+
elif evt == GUI.evtEdgeWidthSlider:
- EDGES_WIDTH = float(GUI.edgeWidthSlider.val)
+ 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" % OUTPUT_FORMAT
+ label = "Save %s" % config.output['FORMAT']
# Show the File Selector
global outputfile
Blender.Window.FileSelector(vectorize, label, outputfile)
#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
+ from pprint import pprint
+ print "\nConfig"
+ pprint(config.output)
+ pprint(config.polygons)
+ pprint(config.edges)
_init = staticmethod(_init)
draw = staticmethod(draw)
editmode = Window.EditMode()
if editmode: Window.EditMode(0)
- actualWriter = outputWriters[OUTPUT_FORMAT]
+ 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)
outputfile = ""
basename = Blender.sys.basename(Blender.Get('filename'))
if basename != "":
- outputfile = Blender.sys.splitext(basename)[0] + "." + str(OUTPUT_FORMAT).lower()
+ outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
if Blender.mode == 'background':
vectorize(outputfile)