SWF output support
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index 7cf79bc..26a14d7 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -76,6 +76,9 @@ __bpydoc__ = """\
 #     * The SVG output is now SVG 1.0 valid.
 #       Checked with: http://jiggles.w3.org/svgvalidator/ValidatorURI.html
 #     * Progress indicator during HSR.
+#     * Initial SWF output support
+#     * Fixed a bug in the animation code, now the projection matrix is
+#       recalculated at each frame!
 #
 # ---------------------------------------------------------------------
 
@@ -85,6 +88,12 @@ from Blender.Mathutils import *
 from math import *
 import sys, time
 
+# Constants
+EPS = 10e-5
+
+# We use a global progress Indicator Object
+progress = None
+
 
 # Some global settings
 
@@ -93,7 +102,7 @@ class config:
     polygons['SHOW'] = True
     polygons['SHADING'] = 'FLAT'
     #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL'
-    polygons['HSR'] = 'NEWELL'
+    polygons['HSR'] = 'PAINTER'
     # Hidden to the user for now
     polygons['EXPANSION_TRICK'] = True
 
@@ -102,26 +111,22 @@ class config:
     edges = dict()
     edges['SHOW'] = False
     edges['SHOW_HIDDEN'] = False
-    edges['STYLE'] = 'MESH'
+    edges['STYLE'] = 'MESH' # or SILHOUETTE
+    edges['STYLE'] = 'SILHOUETTE'
     edges['WIDTH'] = 2
     edges['COLOR'] = [0, 0, 0]
 
     output = dict()
     output['FORMAT'] = 'SVG'
-    output['ANIMATION'] = False
+    output['FORMAT'] = 'SWF'
+    output['ANIMATION'] = True
     output['JOIN_OBJECTS'] = True
 
 
 
 # Utility functions
-print_debug = False
-def debug(msg):
-    if print_debug:
-        sys.stderr.write(msg)
-
-EPS = 10e-5
-
 def sign(x):
+
     if x < -EPS:
         return -1
     elif x > EPS:
@@ -611,7 +616,8 @@ class VectorWriter:
         return
 
     def close(self):
-        self.file.close()
+        if self.file:
+            self.file.close()
         return
 
     def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
@@ -810,8 +816,8 @@ class SVGVectorWriter(VectorWriter):
             opacity_string = ""
             if color[3] != 255:
                 opacity = float(color[3])/255.0
-                #opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
-                opacity_string = "opacity: %g;" % (opacity)
+                opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
+                #opacity_string = "opacity: %g;" % (opacity)
 
             self.file.write("\tstyle=\"fill:" + str_col + ";")
             self.file.write(opacity_string)
@@ -865,6 +871,196 @@ class SVGVectorWriter(VectorWriter):
         self.file.write("</g>\n")
 
 
+## SWF Writer
+
+from ming import *
+
+class SWFVectorWriter(VectorWriter):
+    """A concrete class for writing SWF output.
+    """
+
+    def __init__(self, fileName):
+        """Simply call the parent Contructor.
+        """
+        VectorWriter.__init__(self, fileName)
+
+        self.movie = None
+        self.sprite = None
+
+
+    ##
+    # Public Methods
+    #
+
+    def open(self, startFrame=1, endFrame=1):
+        """Do some initialization operations.
+        """
+        VectorWriter.open(self, startFrame, endFrame)
+        self.movie = SWFMovie()
+        self.movie.setDimension(self.canvasSize[0], self.canvasSize[1])
+        # set fps
+        self.movie.setRate(25)
+        numframes = endFrame - startFrame + 1
+        self.movie.setFrames(numframes)
+
+    def close(self):
+        """Do some finalization operation.
+        """
+        self.movie.save(self.outputFileName)
+
+        # remember to call the close method of the parent
+        VectorWriter.close(self)
+
+    def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+            showHiddenEdges=False):
+        """Convert the scene representation to SVG.
+        """
+        context = scene.getRenderingContext()
+        framenumber = context.currentFrame()
+
+        Objects = scene.getChildren()
+
+        if self.sprite:
+            self.movie.remove(self.sprite)
+
+        sprite = SWFSprite()
+
+        for obj in Objects:
+
+            if(obj.getType() != 'Mesh'):
+                continue
+
+            mesh = obj.getData(mesh=1)
+
+            if doPrintPolygons:
+                self._printPolygons(mesh, sprite)
+
+            if doPrintEdges:
+                self._printEdges(mesh, sprite, showHiddenEdges)
+            
+        sprite.nextFrame()
+        i = self.movie.add(sprite)
+        # Remove the instance the next time
+        self.sprite = i
+        if self.animation:
+            self.movie.nextFrame()
+
+    
+    ##  
+    # Private Methods
+    #
+    
+    def _calcCanvasCoord(self, v):
+        """Convert vertex in scene coordinates to canvas coordinates.
+        """
+
+        pt = Vector([0, 0, 0])
+        
+        mW = float(self.canvasSize[0])/2.0
+        mH = float(self.canvasSize[1])/2.0
+
+        # rescale to canvas size
+        pt[0] = v.co[0]*mW + mW
+        pt[1] = v.co[1]*mH + mH
+        pt[2] = v.co[2]
+         
+        # For now we want (0,0) in the top-left corner of the canvas.
+        # Mirror and translate along y
+        pt[1] *= -1
+        pt[1] += self.canvasSize[1]
+        
+        return pt
+                
+    def _printPolygons(self, mesh, sprite): 
+        """Print the selected (visible) polygons.
+        """
+
+        if len(mesh.faces) == 0:
+            return
+
+        for face in mesh.faces:
+            if not face.sel:
+               continue
+
+            if face.col:
+                fcol = face.col[0]
+                color = [fcol.r, fcol.g, fcol.b, fcol.a]
+            else:
+                color = [255, 255, 255, 255]
+
+            s = SWFShape()
+            f = s.addFill(color[0], color[1], color[2], color[3])
+            s.setRightFill(f)
+
+            # The starting point of the shape
+            p0 = self._calcCanvasCoord(face.verts[0])
+            s.movePenTo(p0[0], p0[1])
+
+
+            for v in face.verts[1:]:
+                p = self._calcCanvasCoord(v)
+                s.drawLineTo(p[0], p[1])
+            
+            # Closing the shape
+            s.drawLineTo(p0[0], p0[1])
+            s.end()
+            sprite.add(s)
+
+
+            """
+            # 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_width = 1.0
+
+            # EXPANSION TRICK is not that useful where there is transparency
+            if config.polygons['EXPANSION_TRICK'] and color[3] == 255:
+                # 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")
+
+            """
+
+    def _printEdges(self, mesh, sprite, showHiddenEdges=False):
+        """Print the wireframe using mesh edges.
+        """
+
+        stroke_width = config.edges['WIDTH']
+        stroke_col = config.edges['COLOR']
+
+        s = SWFShape()
+
+        for e in mesh.edges:
+
+            #Next, we set the line width and color for our shape.
+            s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2],
+            255)
+            
+            if e.sel == 0:
+                if showHiddenEdges == False:
+                    continue
+                else:
+                    # SWF does not support dashed lines natively, so -for now-
+                    # draw hidden lines thinner and half-trasparent
+                    s.setLine(stroke_width/2, stroke_col[0], stroke_col[1],
+                            stroke_col[2], 128)
+
+            p1 = self._calcCanvasCoord(e.v1)
+            p2 = self._calcCanvasCoord(e.v2)
+
+            # FIXME: this is just a qorkaround, remove that after the
+            # implementation of propoer Viewport clipping
+            if abs(p1[0]) < 3000 and abs(p2[0]) < 3000 and abs(p1[1]) < 3000 and abs(p1[2]) < 3000:
+                s.movePenTo(p1[0], p1[1])
+                s.drawLineTo(p2[0], p2[1])
+            
+
+        s.end()
+        sprite.add(s)
+            
+
+
 # ---------------------------------------------------------------------
 #
 ## Rendering Classes
@@ -884,6 +1080,7 @@ edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge
 # A dictionary to collect the supported output formats
 outputWriters = dict()
 outputWriters['SVG'] = SVGVectorWriter
+outputWriters['SWF'] = SWFVectorWriter
 
 
 class Renderer:
@@ -916,12 +1113,6 @@ class Renderer:
         # 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']
@@ -973,6 +1164,12 @@ class Renderer:
             # And Set our camera accordingly
             self.cameraObj = inputScene.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)
+
             try:
                 renderedScene = self.doRenderScene(inputScene)
             except :
@@ -1038,6 +1235,7 @@ class Renderer:
 
             self._doBackFaceCulling(mesh)
 
+
             # When doing HSR with NEWELL we may want to flip all normals
             # toward the viewer
             if config.polygons['HSR'] == "NEWELL":
@@ -1049,7 +1247,6 @@ class Renderer:
 
             self._doLighting(mesh)
 
-
             # Do "projection" now so we perform further processing
             # in Normalized View Coordinates
             self._doProjection(mesh, self.proj)
@@ -1060,7 +1257,6 @@ class Renderer:
 
             self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
 
-            
             # Update the object data, important! :)
             mesh.update()
 
@@ -1356,7 +1552,7 @@ class Renderer:
             for l in self.lights:
                 light_obj = l
                 light_pos = self._getObjPosition(l)
-                light = light_obj.data
+                light = light_obj.getData()
             
                 L = Vector(light_pos).normalize()
 
@@ -1453,11 +1649,11 @@ class Renderer:
         solves HSR correctly only for convex meshes.
         """
 
-        global progress
+        #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])+EPS)
@@ -1472,92 +1668,27 @@ class Renderer:
 
         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.
 
         """
-        global EPS
-
-        by_furthest_z = (lambda f1, f2:
-                cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS)
-                )
-
-        mesh.quadToTriangle()
-
-        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-5
-
-                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
-
-                    #print "\n\nTEST if we have coincidence!"
-                    #print v1, v2
-                    #print v3, v4
-                    #print "distances:"
-                    d1 = (v1-v3).length
-                    d2 = (v1-v4).length
-                    d3 = (v2-v3).length
-                    d4 = (v2-v4).length
-                    #print d1, d2, d3, d4
-                    #print "-----------------------\n"
-
-                    if d1 < EPS or d2 < EPS or d3 < EPS or d4 < EPS:
-                        continue
-                    
-                    # TODO: Replace with LineIntersect2D in newer API
-                    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
+        from hsrtk import *
 
-                        #l3 = (ret[1] - v3).length
-                        #l4 = (ret[1] - v4).length
+        #global progress
 
-                        #print "New DISTACES againt the intersection point:"
-                        #print l1, l2, l3, l4
-                        #print "-----------------------\n"
+        # Find non planar quads and convert them to triangle
+        #for f in mesh.faces:
+        #    f.sel = 0
+        #    if is_nonplanar_quad(f.v):
+        #        print "NON QUAD??"
+        #        f.sel = 1
 
-                        #if  l1 < EPS or l2 < EPS or 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
+        # Now reselect all faces
+        for f in mesh.faces:
+            f.sel = 1
+        mesh.quadToTriangle()
 
         # FIXME: using NMesh to sort faces. We should avoid that!
         nmesh = NMesh.GetRaw(mesh.name)
@@ -1566,7 +1697,6 @@ class Renderer:
         nmesh.faces.sort(by_furthest_z)
         nmesh.faces.reverse()
 
-        
         # Begin depth sort tests
 
         # use the smooth flag to set marked faces
@@ -1576,9 +1706,6 @@ class Renderer:
         facelist = nmesh.faces[:]
         maplist = []
 
-        EPS = 10e-5
-
-        global progress
 
         # The steps are _at_least_ equal to len(facelist), we do not count the
         # feces coming out from splitting!!
@@ -1586,9 +1713,6 @@ class Renderer:
         #progress.setQuiet(True)
 
         
-        #split_done = 0
-        #marked_face = 0
-
         while len(facelist):
             debug("\n----------------------\n")
             debug("len(facelits): %d\n" % len(facelist))
@@ -1597,9 +1721,9 @@ class Renderer:
             pSign = sign(P.normal[2])
 
             # We can discard faces parallel to the view vector
-            if pSign == 0:
-                facelist.remove(P)
-                continue
+            #if P.normal[2] == 0:
+            #    facelist.remove(P)
+            #    continue
 
             split_done = 0
             face_marked = 0
@@ -1611,8 +1735,9 @@ class Renderer:
                 debug("\n")
 
                 qSign = sign(Q.normal[2])
+                # TODO: check also if Q is parallel??
  
-                # We need to test only those Qs whose furthest vertex
+                # Test 0: 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]
@@ -1628,6 +1753,7 @@ class Renderer:
                     else:
                         debug("met a marked face\n")
                         continue
+
                 
                 # Test 1: X extent overlapping
                 xP = [v.co[0] for v in P.v]
@@ -1640,6 +1766,7 @@ class Renderer:
                     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]
@@ -1679,21 +1806,18 @@ class Renderer:
                     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.
+
+                # Test 5: Check if projections of polygons effectively overlap,
+                # in previous tests we checked only bounding boxes.
 
                 if not projectionsOverlap(P, Q):
                     debug("\nTest 5\n")
                     debug("Projections do not overlap!\n")
                     continue
 
+                # We still can't say if P obscures Q.
 
-                # We still do not know if P obscures Q.
-
-                # But if Q is marked we do a split trying to resolve a
+                # But if Q is marked we do a face-split trying to resolve a
                 # difficulty (maybe a visibility cycle).
                 if Q.smooth == 1:
                     # Split P or Q
@@ -1706,6 +1830,7 @@ class Renderer:
 
                 # 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:
@@ -1757,15 +1882,21 @@ class Renderer:
 
                 progress.update()
 
+            #if facelist == None:
+            #    maplist = [P, Q]
+            #    print [v.co for v in P]
+            #    print [v.co for v in Q]
+            #    break
+
             # end of while len(facelist)
          
 
         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.
@@ -2071,9 +2202,6 @@ def vectorize(filename):
 
     if editmode: Window.EditMode(1) 
 
-# We use a global progress Indicator Object
-progress = None
-
 # Here the main
 if __name__ == "__main__":