X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/159f92477d4654437623a3e564619519b9a1fdd1..de221ecd94607f731bb5d39c4d71447e3b545098:/vrm.py?ds=inline diff --git a/vrm.py b/vrm.py index fc7cb5d..15fba09 100755 --- a/vrm.py +++ b/vrm.py @@ -1,21 +1,21 @@ #!BPY """ Name: 'VRM' -Blender: 242 +Blender: 245 Group: 'Render' Tooltip: 'Vector Rendering Method script' """ __author__ = "Antonio Ospite" -__url__ = ["http://vrm.projects.blender.org"] -__version__ = "0.3" +__url__ = ["http://vrm.ao2.it"] +__version__ = "0.3.beta" __bpydoc__ = """\ Render the scene and save the result in vector format. """ # --------------------------------------------------------------------- -# Copyright (c) 2006 Antonio Ospite +# Copyright (c) 2006, 2007, 2008, 2009 Antonio Ospite # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by @@ -40,96 +40,776 @@ __bpydoc__ = """\ # from scratch but Nikola gave me the idea, so I thank him publicly. # # --------------------------------------------------------------------- -# +# # 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) +# - Shadeless shader +# - FIX the issue with negative scales in object tranformations! # - Use a better depth sorting algorithm # - 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. +# - 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. -# - 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! -# -# --------------------------------------------------------------------- -# -# 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. +# - 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. +# - set the background color! +# - Check memory use!! # # --------------------------------------------------------------------- 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 + +try: + set() +except NameError: + from sets import Set as set + + +def uniq(alist): + tmpdict = dict() + return [tmpdict.setdefault(e,e) for e in alist if e not in tmpdict] + # in python > 2.4 we ca use the following + #return [ u for u in alist if u not in locals()['_[1]'] ] + + +# Constants +EPS = 10e-5 +# We use a global progress Indicator Object +progress = None -# Some global settings + +# Config class for global settings class config: polygons = dict() - polygons['FILL'] = True - polygons['STYLE'] = None + polygons['SHOW'] = True + polygons['SHADING'] = 'FLAT' # FLAT or TOON + polygons['HSR'] = 'PAINTER' # PAINTER or NEWELL # Hidden to the user for now polygons['EXPANSION_TRICK'] = True + polygons['TOON_LEVELS'] = 2 + edges = dict() - edges['SHOW'] = True + edges['SHOW'] = False edges['SHOW_HIDDEN'] = False - edges['STYLE'] = 'silhouette' + edges['STYLE'] = 'MESH' # MESH or SILHOUETTE edges['WIDTH'] = 2 + edges['COLOR'] = [0, 0, 0] output = dict() output['FORMAT'] = 'SVG' output['ANIMATION'] = False - output['MERGED_OBJECTS'] = True + output['JOIN_OBJECTS'] = True + + def saveToRegistry(): + registry = {} + + for k,v in config.__dict__.iteritems(): + + # config class store settings in dictionaries + if v.__class__ == dict().__class__: + + regkey_prefix = k.upper()+"_" + + for opt_k,opt_v in v.iteritems(): + regkey = regkey_prefix + opt_k + + registry[regkey] = opt_v + + Blender.Registry.SetKey('VRM', registry, True) + + saveToRegistry = staticmethod(saveToRegistry) + + def loadFromRegistry(): + registry = Blender.Registry.GetKey('VRM', True) + if not registry: + return + + for k,v in registry.iteritems(): + k_tmp = k.split('_') + conf_attr = k_tmp[0].lower() + conf_key = str.join("_",k_tmp[1:]) + conf_val = v + + if config.__dict__.has_key(conf_attr): + config.__dict__[conf_attr][conf_key] = conf_val + + loadFromRegistry = staticmethod(loadFromRegistry) + + +# Utility functions +print_debug = False +def dumpfaces(flist, filename): + """Dump a single face to a file. + """ + if not print_debug: + return + + class tmpmesh: + pass + + m = tmpmesh() + m.faces = flist + + writerobj = SVGVectorWriter(filename) + + writerobj.open() + writerobj._printPolygons(m) + + writerobj.close() + +def debug(msg): + if print_debug: + sys.stderr.write(msg) + +def EQ(v1, v2): + return (abs(v1[0]-v2[0]) < EPS and + abs(v1[1]-v2[1]) < 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) + ) + +def sign(x): + + if x < -EPS: + #if x < 0: + return -1 + elif x > EPS: + #elif x > 0: + return 1 + else: + return 0 # --------------------------------------------------------------------- # -## Utility Mesh class +## HSR Utility class # # --------------------------------------------------------------------- -class MeshUtils: - def getEdgeAdjacentFaces(edge, mesh): - """Get the faces adjacent to a given edge. +EPS = 10e-5 +INF = 10e5 + +class HSR: + """A utility class for HSR processing. + """ + + def is_nonplanar_quad(face): + """Determine if a quad is non-planar. - There can be 0, 1 or more (usually 2) faces adjacent to an edge. + From: http://mathworld.wolfram.com/Coplanar.html + + Geometric objects lying in a common plane are said to be coplanar. + Three noncollinear points determine a plane and so are trivially coplanar. + Four points are coplanar iff the volume of the tetrahedron defined by them is + 0, + + | x_1 y_1 z_1 1 | + | x_2 y_2 z_2 1 | + | x_3 y_3 z_3 1 | + | x_4 y_4 z_4 1 | == 0 + + Coplanarity is equivalent to the statement that the pair of lines + determined by the four points are not skew, and can be equivalently stated + in vector form as (x_3-x_1).[(x_2-x_1)x(x_4-x_3)]==0. + + An arbitrary number of n points x_1, ..., x_n can be tested for + coplanarity by finding the point-plane distances of the points + x_4, ..., x_n from the plane determined by (x_1,x_2,x_3) + and checking if they are all zero. + If so, the points are all coplanar. + + We here check only for 4-point complanarity. """ - adjface_list = [] + n = len(face) - for f in mesh.faces: - if (edge.v1 in f.v) and (edge.v2 in f.v): - adjface_list.append(f) + # assert(n>4) + if n < 3 or n > 4: + print "ERROR a mesh in Blender can't have more than 4 vertices or less than 3" + raise AssertionError + + elif n == 3: + # three points must be complanar + return False + else: # n == 4 + x1 = Vector(face[0].co) + x2 = Vector(face[1].co) + x3 = Vector(face[2].co) + x4 = Vector(face[3].co) + + v = (x3-x1) * CrossVecs((x2-x1), (x4-x3)) + if v != 0: + return True + + return False + + is_nonplanar_quad = staticmethod(is_nonplanar_quad) + + def pointInPolygon(poly, v): + return False + + pointInPolygon = staticmethod(pointInPolygon) + + def edgeIntersection(s1, s2, do_perturbate=False): + + (x1, y1) = s1[0].co[0], s1[0].co[1] + (x2, y2) = s1[1].co[0], s1[1].co[1] + + (x3, y3) = s2[0].co[0], s2[0].co[1] + (x4, y4) = s2[1].co[0], s2[1].co[1] + + #z1 = s1[0].co[2] + #z2 = s1[1].co[2] + #z3 = s2[0].co[2] + #z4 = s2[1].co[2] + + + # calculate delta values (vector components) + dx1 = x2 - x1; + dx2 = x4 - x3; + dy1 = y2 - y1; + dy2 = y4 - y3; + + #dz1 = z2 - z1; + #dz2 = z4 - z3; + + C = dy2 * dx1 - dx2 * dy1 # /* cross product */ + if C == 0: #/* parallel */ + return None + + dx3 = x1 - x3 # /* combined origin offset vector */ + dy3 = y1 - y3 + + a1 = (dy3 * dx2 - dx3 * dy2) / C; + a2 = (dy3 * dx1 - dx3 * dy1) / C; + + # check for degeneracies + #print_debug("\n") + #print_debug(str(a1)+"\n") + #print_debug(str(a2)+"\n\n") + + if (a1 == 0 or a1 == 1 or a2 == 0 or a2 == 1): + # Intersection on boundaries, we consider the point external? + return None + + elif (a1>0.0 and a1<1.0 and a2>0.0 and a2<1.0): # /* lines cross */ + x = x1 + a1*dx1 + y = y1 + a1*dy1 + + #z = z1 + a1*dz1 + z = 0 + return (NMesh.Vert(x, y, z), a1, a2) + + else: + # lines have intersections but not those segments + return None + + edgeIntersection = staticmethod(edgeIntersection) + + def isVertInside(self, v): + winding_number = 0 + coincidence = False + + # Create point at infinity + point_at_infinity = NMesh.Vert(-INF, v.co[1], -INF) + + for i in range(len(self.v)): + s1 = (point_at_infinity, v) + s2 = (self.v[i-1], self.v[i]) + + if EQ(v.co, s2[0].co) or EQ(v.co, s2[1].co): + coincidence = True + + if HSR.edgeIntersection(s1, s2, do_perturbate=False): + winding_number += 1 + + # Check even or odd + if winding_number % 2 == 0 : + return False + else: + if coincidence: + return False + return True + + isVertInside = staticmethod(isVertInside) + + + def det(a, b, c): + return ((b[0] - a[0]) * (c[1] - a[1]) - + (b[1] - a[1]) * (c[0] - a[0]) ) + + det = staticmethod(det) + + def pointInPolygon(q, P): + is_in = False + + point_at_infinity = NMesh.Vert(-INF, q.co[1], -INF) + + det = HSR.det + + for i in range(len(P.v)): + p0 = P.v[i-1] + p1 = P.v[i] + if (det(q.co, point_at_infinity.co, p0.co)<0) != (det(q.co, point_at_infinity.co, p1.co)<0): + if det(p0.co, p1.co, q.co) == 0 : + #print "On Boundary" + return False + elif (det(p0.co, p1.co, q.co)<0) != (det(p0.co, p1.co, point_at_infinity.co)<0): + is_in = not is_in + + return is_in + + pointInPolygon = staticmethod(pointInPolygon) + + def projectionsOverlap(f1, f2): + """ If you have nonconvex, but still simple polygons, an acceptable method + is to iterate over all vertices and perform the Point-in-polygon test[1]. + The advantage of this method is that you can compute the exact + intersection point and collision normal that you will need to simulate + collision. When you have the point that lies inside the other polygon, you + just iterate over all edges of the second polygon again and look for edge + intersections. Note that this method detects collsion when it already + happens. This algorithm is fast enough to perform it hundreds of times per + sec. """ + + for i in range(len(f1.v)): + + + # If a point of f1 in inside f2, there is an overlap! + v1 = f1.v[i] + #if HSR.isVertInside(f2, v1): + if HSR.pointInPolygon(v1, f2): + return True + + # If not the polygon can be ovelap as well, so we check for + # intersection between an edge of f1 and all the edges of f2 + + v0 = f1.v[i-1] + + for j in range(len(f2.v)): + v2 = f2.v[j-1] + v3 = f2.v[j] + + e1 = v0, v1 + e2 = v2, v3 + + intrs = HSR.edgeIntersection(e1, e2) + if intrs: + #print_debug(str(v0.co) + " " + str(v1.co) + " " + + # str(v2.co) + " " + str(v3.co) ) + #print_debug("\nIntersection\n") + + return True + + return False + + projectionsOverlap = staticmethod(projectionsOverlap) + + def midpoint(p1, p2): + """Return the midpoint of two vertices. + """ + m = MidpointVecs(Vector(p1), Vector(p2)) + mv = NMesh.Vert(m[0], m[1], m[2]) + + return mv + + midpoint = staticmethod(midpoint) + + def facesplit(P, Q, facelist, nmesh): + """Split P or Q according to the strategy illustrated in the Newell's + paper. + """ + + by_furthest_z = (lambda f1, f2: + cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS) + ) + + # Choose if split P on Q plane or vice-versa + + n = 0 + for Pi in P: + d = HSR.Distance(Vector(Pi), Q) + if d <= EPS: + n += 1 + pIntersectQ = (n != len(P)) + + n = 0 + for Qi in Q: + d = HSR.Distance(Vector(Qi), P) + if d >= -EPS: + n += 1 + qIntersectP = (n != len(Q)) + + newfaces = [] + + # 1. If parts of P lie in both half-spaces of Q + # then splice P in two with the plane of Q + if pIntersectQ: + #print "We split P" + f = P + plane = Q + + newfaces = HSR.splitOn(plane, f) + + # 2. Else if parts of Q lie in both half-space of P + # then splice Q in two with the plane of P + if qIntersectP and newfaces == None: + #print "We split Q" + f = Q + plane = P + + newfaces = HSR.splitOn(plane, f) + #print "After" + + # 3. Else slice P in half through the mid-point of + # the longest pair of opposite sides + if newfaces == None: + + print "We ignore P..." + facelist.remove(P) + return facelist + + #f = P + + #if len(P)==3: + # v1 = midpoint(f[0], f[1]) + # v2 = midpoint(f[1], f[2]) + #if len(P)==4: + # v1 = midpoint(f[0], f[1]) + # v2 = midpoint(f[2], f[3]) + #vec3 = (Vector(v2)+10*Vector(f.normal)) + # + #v3 = NMesh.Vert(vec3[0], vec3[1], vec3[2]) - return adjface_list + #plane = NMesh.Face([v1, v2, v3]) + # + #newfaces = splitOn(plane, f) - def isVisibleEdge(e, mesh): - """Normal edge selection rule. - An edge is visible if _any_ of its adjacent faces is selected. + if newfaces == None: + print "Big FAT problem, we weren't able to split POLYGONS!" + raise AssertionError + + #print newfaces + if newfaces: + #for v in f: + # if v not in plane and v in nmesh.verts: + # nmesh.verts.remove(v) + for nf in newfaces: + + nf.mat = f.mat + nf.sel = f.sel + nf.col = [f.col[0]] * len(nf.v) + + nf.smooth = 0 + + for v in nf: + nmesh.verts.append(v) + # insert pieces in the list + facelist.append(nf) + + facelist.remove(f) + + # and resort the faces + facelist.sort(by_furthest_z) + facelist.sort(lambda f1, f2: cmp(f1.smooth, f2.smooth)) + facelist.reverse() + + #print [ f.smooth for f in facelist ] + + return facelist + + facesplit = staticmethod(facesplit) + + def isOnSegment(v1, v2, p, extremes_internal=False): + """Check if point p is in segment v1v2. + """ + + l1 = (v1-p).length + l2 = (v2-p).length + + # Should we consider extreme points as internal ? + # The test: + # if p == v1 or p == v2: + if l1 < EPS or l2 < EPS: + return extremes_internal + + l = (v1-v2).length + + # if the sum of l1 and l2 is circa l, then the point is on segment, + if abs(l - (l1+l2)) < EPS: + return True + else: + return False + + isOnSegment = staticmethod(isOnSegment) + + def Distance(point, face): + """ Calculate the distance between a point and a face. + + An alternative but more expensive method can be: + + ip = Intersect(Vector(face[0]), Vector(face[1]), Vector(face[2]), + Vector(face.no), Vector(point), 0) + + d = Vector(ip - point).length + + See: http://mathworld.wolfram.com/Point-PlaneDistance.html + """ + + p = Vector(point) + plNormal = Vector(face.no) + plVert0 = Vector(face.v[0]) + + d = (plVert0 * plNormal) - (p * plNormal) + + #d = plNormal * (plVert0 - p) + + #print "\nd: %.10f - sel: %d, %s\n" % (d, face.sel, str(point)) + + return d + + Distance = staticmethod(Distance) + + def makeFaces(vl): + # + # make one or two new faces based on a list of vertex-indices + # + newfaces = [] + + if len(vl) <= 4: + nf = NMesh.Face() + + for v in vl: + nf.v.append(v) + + newfaces.append(nf) + + else: + nf = NMesh.Face() + + nf.v.append(vl[0]) + nf.v.append(vl[1]) + nf.v.append(vl[2]) + nf.v.append(vl[3]) + newfaces.append(nf) + + nf = NMesh.Face() + nf.v.append(vl[3]) + nf.v.append(vl[4]) + nf.v.append(vl[0]) + newfaces.append(nf) + + return newfaces + + makeFaces = staticmethod(makeFaces) + + def splitOn(Q, P, return_positive_faces=True, return_negative_faces=True): + """Split P using the plane of Q. + Logic taken from the knife.py python script + """ + + # Check if P and Q are parallel + u = CrossVecs(Vector(Q.no),Vector(P.no)) + ax = abs(u[0]) + ay = abs(u[1]) + az = abs(u[2]) + + if (ax+ay+az) < EPS: + print "PARALLEL planes!!" + return + + + # The final aim is to find the intersection line between P + # and the plane of Q, and split P along this line + + nP = len(P.v) + + # Calculate point-plane Distance between vertices of P and plane Q + d = [] + for i in range(0, nP): + d.append(HSR.Distance(P.v[i], Q)) + + newVertList = [] + + posVertList = [] + negVertList = [] + for i in range(nP): + d0 = d[i-1] + V0 = P.v[i-1] + + d1 = d[i] + V1 = P.v[i] + + #print "d0:", d0, "d1:", d1 + + # if the vertex lies in the cutplane + if abs(d1) < EPS: + #print "d1 On cutplane" + posVertList.append(V1) + negVertList.append(V1) + else: + # if the previous vertex lies in cutplane + if abs(d0) < EPS: + #print "d0 on Cutplane" + if d1 > 0: + #print "d1 on positive Halfspace" + posVertList.append(V1) + else: + #print "d1 on negative Halfspace" + negVertList.append(V1) + else: + # if they are on the same side of the plane + if d1*d0 > 0: + #print "On the same half-space" + if d1 > 0: + #print "d1 on positive Halfspace" + posVertList.append(V1) + else: + #print "d1 on negative Halfspace" + negVertList.append(V1) + + # the vertices are not on the same side of the plane, so we have an intersection + else: + #print "Intersection" + + e = Vector(V0), Vector(V1) + tri = Vector(Q[0]), Vector(Q[1]), Vector(Q[2]) + + inters = Intersect(tri[0], tri[1], tri[2], e[1]-e[0], e[0], 0) + if inters == None: + print "Split Break" + break + + #print "Intersection", inters + + nv = NMesh.Vert(inters[0], inters[1], inters[2]) + newVertList.append(nv) + + posVertList.append(nv) + negVertList.append(nv) + + if d1 > 0: + posVertList.append(V1) + else: + negVertList.append(V1) + + + # uniq for python > 2.4 + #posVertList = [ u for u in posVertList if u not in locals()['_[1]'] ] + #negVertList = [ u for u in negVertList if u not in locals()['_[1]'] ] + + # a more portable way + posVertList = uniq(posVertList) + negVertList = uniq(negVertList) + + + # If vertex are all on the same half-space, return + #if len(posVertList) < 3: + # print "Problem, we created a face with less that 3 vertices??" + # posVertList = [] + #if len(negVertList) < 3: + # print "Problem, we created a face with less that 3 vertices??" + # negVertList = [] + + if len(posVertList) < 3 or len(negVertList) < 3: + #print "RETURN NONE, SURE???" + return None + + if not return_positive_faces: + posVertList = [] + if not return_negative_faces: + negVertList = [] + + newfaces = HSR.addNewFaces(posVertList, negVertList) + + return newfaces + + splitOn = staticmethod(splitOn) + + def addNewFaces(posVertList, negVertList): + # Create new faces resulting from the split + outfaces = [] + if len(posVertList) or len(negVertList): + + #newfaces = [posVertList] + [negVertList] + newfaces = ( [[ NMesh.Vert(v[0], v[1], v[2]) for v in posVertList]] + + [[ NMesh.Vert(v[0], v[1], v[2]) for v in negVertList]] ) + + for nf in newfaces: + if nf and len(nf)>2: + outfaces += HSR.makeFaces(nf) + + return outfaces + + + addNewFaces = staticmethod(addNewFaces) + + +# --------------------------------------------------------------------- +# +## 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. """ - adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh) - if len(adjacent_faces) == 0: return True @@ -140,7 +820,7 @@ class MeshUtils: else: return False - def isSilhouetteEdge(e, mesh): + def isSilhouetteEdge(adjacent_faces): """Silhuette selection rule. An edge is a silhuette edge if it is shared by two faces with @@ -148,8 +828,6 @@ class MeshUtils: face. """ - adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh) - 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) @@ -157,33 +835,53 @@ class MeshUtils: return True else: return False - - def toonShading(u): - levels = 2 + 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 - map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0] - + 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 range(0, len(map)-1): - pivot = (map[i]+map[i+1])/2.0 + for i in xrange(0, len(shademap)-1): + pivot = (shademap[i]+shademap[i+1])/2.0 j = int(u>pivot) - v = map[i+j] + v = shademap[i+j] - if v0: + # 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 @@ -257,14 +968,15 @@ class Projector: return p + ## # Private methods # - + def _calcPerspectiveMatrix(self, fovy, aspect, near, far): """Return a perspective projection matrix. """ - + top = near * tan(fovy * pi / 360.0) bottom = -top left = bottom*aspect @@ -275,118 +987,723 @@ class Projector: b = (top+bottom) / (top - bottom) c = - ((far+near) / (far-near)) d = - ((2*far*near)/(far-near)) - + m = Matrix( [x, 0.0, a, 0.0], [0.0, y, b, 0.0], [0.0, 0.0, c, d], [0.0, 0.0, -1.0, 0.0]) - return m + return m + + def _calcOrthoMatrix(self, fovy, aspect , near, far, scale): + """Return an orthogonal projection matrix. + """ + + # The 11 in the formula was found emiprically + top = near * tan(fovy * pi / 360.0) * (scale * 11) + bottom = -top + left = bottom * aspect + right= top * aspect + rl = right-left + tb = top-bottom + fn = near-far + tx = -((right+left)/rl) + ty = -((top+bottom)/tb) + tz = ((far+near)/fn) + + m = Matrix( + [2.0/rl, 0.0, 0.0, tx], + [0.0, 2.0/tb, 0.0, ty], + [0.0, 0.0, 2.0/fn, tz], + [0.0, 0.0, 0.0, 1.0]) + + return m + + +# --------------------------------------------------------------------- +# +## 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 +# +# --------------------------------------------------------------------- + +# TODO: a class to represent the needed properties of a 2D vector image +# For now just using a [N]Mesh structure. + + +# --------------------------------------------------------------------- +# +## Vector Drawing Classes +# +# --------------------------------------------------------------------- + +## A generic Writer + +class VectorWriter: + """ + A class for printing output in a vectorial format. + + Given a 2D representation of the 3D scene the class is responsible to + write it is a vector format. + + Every subclasses of VectorWriter must have at last the following public + methods: + - open(self) + - close(self) + - printCanvas(self, scene, + doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False): + """ + + def __init__(self, fileName): + """Set the output file name and other properties""" + + try: + config.writer + except: + config.writer = dict() + config.writer['SETTING'] = True + + self.outputFileName = fileName + + context = Scene.GetCurrent().getRenderingContext() + self.canvasSize = ( context.imageSizeX(), context.imageSizeY() ) + + self.fps = context.fps + + self.startFrame = 1 + self.endFrame = 1 + self.animation = False + + + ## + # Public Methods + # + + def open(self, startFrame=1, endFrame=1): + if startFrame != endFrame: + self.startFrame = startFrame + self.endFrame = endFrame + self.animation = True + + print "Outputting to: ", self.outputFileName + + return + + def close(self): + return + + def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, + showHiddenEdges=False): + """This is the interface for the needed printing routine. + """ + return + + +## SVG Writer + +class SVGVectorWriter(VectorWriter): + """A concrete class for writing SVG output. + """ + + def __init__(self, fileName): + """Simply call the parent Contructor. + """ + VectorWriter.__init__(self, fileName) + + self.file = None + + + ## + # Public Methods + # + + def open(self, startFrame=1, endFrame=1): + """Do some initialization operations. + """ + VectorWriter.open(self, startFrame, endFrame) + + self.file = open(self.outputFileName, "w") + + self._printHeader() + + def close(self): + """Do some finalization operation. + """ + self._printFooter() + + if self.file: + self.file.close() + + # remember to call the close method of the parent as last + VectorWriter.close(self) + + + def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, + showHiddenEdges=False): + """Convert the scene representation to SVG. + """ + + Objects = scene.objects + + context = scene.getRenderingContext() + framenumber = context.currentFrame() + + if self.animation: + framestyle = "display:none" + else: + framestyle = "display:block" + + # Assign an id to this group so we can set properties on it using DOM + self.file.write("\n" % + (framenumber, framestyle) ) + + + for obj in Objects: + + if(obj.getType() != 'Mesh'): + continue + + self.file.write("\n" % obj.getName()) + + mesh = obj.getData(mesh=1) + + if doPrintPolygons: + self._printPolygons(mesh) + + if doPrintEdges: + self._printEdges(mesh, showHiddenEdges) + + self.file.write("\n") + + self.file.write("\n") + + + ## + # 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 _printHeader(self): + """Print SVG header.""" + + self.file.write("\n") + self.file.write("\n") + self.file.write("\n\n" % + self.canvasSize) + + if self.animation: + delay = 1000/self.fps + + self.file.write("""\n\n + \n""") + + def _printFooter(self): + """Print the SVG footer.""" + + self.file.write("\n\n") + + def _printPolygons(self, mesh): + """Print the selected (visible) polygons. + """ + + if len(mesh.faces) == 0: + return + + self.file.write("\n") + + for face in mesh.faces: + if not face.sel: + continue + + self.file.write("\n") + + self.file.write("\n") + + def _printEdges(self, mesh, showHiddenEdges=False): + """Print the wireframe using mesh edges. + """ + + stroke_width = config.edges['WIDTH'] + stroke_col = config.edges['COLOR'] + + self.file.write("\n") + + for e in mesh.edges: + + hidden_stroke_style = "" + + if e.sel == 0: + if showHiddenEdges == False: + continue + else: + hidden_stroke_style = ";\n stroke-dasharray:3, 3" + + p1 = self._calcCanvasCoord(e.v1) + p2 = self._calcCanvasCoord(e.v2) + + self.file.write("\n") + + self.file.write("\n") + + +## SWF Writer + +try: + from ming import * + SWFSupported = True +except: + SWFSupported = False + +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]) + if self.animation: + self.movie.setRate(self.fps) + 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.objects + + 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]) - def _calcOrthoMatrix(self, fovy, aspect , near, far, scale): - """Return an orthogonal projection matrix. + 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. """ - - # The 11 in the formula was found emiprically - top = near * tan(fovy * pi / 360.0) * (scale * 11) - bottom = -top - left = bottom * aspect - right= top * aspect - rl = right-left - tb = top-bottom - fn = near-far - tx = -((right+left)/rl) - ty = -((top+bottom)/tb) - tz = ((far+near)/fn) - m = Matrix( - [2.0/rl, 0.0, 0.0, tx], - [0.0, 2.0/tb, 0.0, ty], - [0.0, 0.0, 2.0/fn, tz], - [0.0, 0.0, 0.0, 1.0]) - - return m + 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] -# --------------------------------------------------------------------- -# -## 2D Object representation class -# -# --------------------------------------------------------------------- + s = SWFShape() + f = s.addFill(color[0], color[1], color[2], color[3]) + s.setRightFill(f) -# TODO: a class to represent the needed properties of a 2D vector image -# For now just using a [N]Mesh structure. + # 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]) -# --------------------------------------------------------------------- -# -## Vector Drawing Classes -# -# --------------------------------------------------------------------- + # Closing the shape + s.drawLineTo(p0[0], p0[1]) -## A generic Writer + s.end() + sprite.add(s) -class VectorWriter: - """ - A class for printing output in a vectorial format. - Given a 2D representation of the 3D scene the class is responsible to - write it is a vector format. + def _printEdges(self, mesh, sprite, showHiddenEdges=False): + """Print the wireframe using mesh edges. + """ - Every subclasses of VectorWriter must have at last the following public - methods: - - open(self) - - close(self) - - printCanvas(self, scene, - doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False): - """ - - def __init__(self, fileName): - """Set the output file name and other properties""" + stroke_width = config.edges['WIDTH'] + stroke_col = config.edges['COLOR'] - self.outputFileName = fileName - self.file = None - - context = Scene.GetCurrent().getRenderingContext() - self.canvasSize = ( context.imageSizeX(), context.imageSizeY() ) + s = SWFShape() - self.startFrame = 1 - self.endFrame = 1 - self.animation = False + 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) - ## - # Public Methods - # - - def open(self, startFrame=1, endFrame=1): - if startFrame != endFrame: - self.startFrame = startFrame - self.endFrame = endFrame - self.animation = True + 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) - self.file = open(self.outputFileName, "w") - print "Outputting to: ", self.outputFileName + p1 = self._calcCanvasCoord(e.v1) + p2 = self._calcCanvasCoord(e.v2) - return + s.movePenTo(p1[0], p1[1]) + s.drawLineTo(p2[0], p2[1]) - def close(self): - self.file.close() - return + s.end() + sprite.add(s) - def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, - showHiddenEdges=False): - """This is the interface for the needed printing routine. - """ - return - -## SVG Writer +## PDF Writer -class SVGVectorWriter(VectorWriter): - """A concrete class for writing SVG output. +try: + from reportlab.pdfgen import canvas + PDFSupported = True +except: + PDFSupported = False + +class PDFVectorWriter(VectorWriter): + """A concrete class for writing PDF output. """ def __init__(self, fileName): @@ -394,6 +1711,8 @@ class SVGVectorWriter(VectorWriter): """ VectorWriter.__init__(self, fileName) + self.canvas = None + ## # Public Methods @@ -403,44 +1722,31 @@ class SVGVectorWriter(VectorWriter): """Do some initialization operations. """ VectorWriter.open(self, startFrame, endFrame) - self._printHeader() + size = (self.canvasSize[0], self.canvasSize[1]) + self.canvas = canvas.Canvas(self.outputFileName, pagesize=size, bottomup=0) def close(self): """Do some finalization operation. """ - self._printFooter() + self.canvas.save() # 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. """ - - Objects = scene.getChildren() - context = scene.getRenderingContext() framenumber = context.currentFrame() - if self.animation: - framestyle = "display:none" - else: - framestyle = "display:block" - - # Assign an id to this group so we can set properties on it using DOM - self.file.write("\n" % - (framenumber, framestyle) ) - + Objects = scene.objects for obj in Objects: if(obj.getType() != 'Mesh'): continue - self.file.write("\n" % obj.getName()) - mesh = obj.getData(mesh=1) if doPrintPolygons: @@ -448,22 +1754,19 @@ class SVGVectorWriter(VectorWriter): if doPrintEdges: self._printEdges(mesh, showHiddenEdges) - - self.file.write("\n") - self.file.write("\n") + self.canvas.showPage() - - ## + ## # 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 @@ -471,66 +1774,13 @@ class SVGVectorWriter(VectorWriter): 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 _printHeader(self): - """Print SVG header.""" - - self.file.write("\n") - self.file.write("\n") - self.file.write("\n\n" % - self.canvasSize) - - if self.animation: - - self.file.write("""\n\n - \n""" % (self.startFrame, self.endFrame, self.startFrame) ) - - def _printFooter(self): - """Print the SVG footer.""" - self.file.write("\n\n") + return pt def _printPolygons(self, mesh): """Print the selected (visible) polygons. @@ -539,86 +1789,65 @@ class SVGVectorWriter(VectorWriter): if len(mesh.faces) == 0: return - self.file.write("\n") - for face in mesh.faces: if not face.sel: continue - self.file.write("\n") + for v in face.verts[1:]: + p = self._calcCanvasCoord(v) + path.lineTo(p[0], p[1]) - self.file.write("\n") + # Closing the shape + path.close() + + self.canvas.drawPath(path, stroke=0, fill=1) def _printEdges(self, mesh, showHiddenEdges=False): """Print the wireframe using mesh edges. """ - stroke_width=EDGES_WIDTH - stroke_col = [0, 0, 0] - - self.file.write("\n") + stroke_width = config.edges['WIDTH'] + stroke_col = config.edges['COLOR'] + + self.canvas.setLineCap(1) + self.canvas.setLineJoin(1) + self.canvas.setLineWidth(stroke_width) + self.canvas.setStrokeColorRGB(stroke_col[0]/255.0, stroke_col[1]/255.0, + stroke_col[2]/255) for e in mesh.edges: - - hidden_stroke_style = "" - + + self.canvas.setLineWidth(stroke_width) + if e.sel == 0: if showHiddenEdges == False: continue else: - hidden_stroke_style = ";\n stroke-dasharray:3, 3" + # PDF does not support dashed lines natively, so -for now- + # draw hidden lines thinner + self.canvas.setLineWidth(stroke_width/2.0) p1 = self._calcCanvasCoord(e.v1) p2 = self._calcCanvasCoord(e.v2) - - self.file.write("\n") - self.file.write("\n") + self.canvas.line(p1[0], p1[1], p2[0], p2[1]) @@ -628,22 +1857,28 @@ class SVGVectorWriter(VectorWriter): # # --------------------------------------------------------------------- -# 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 +if SWFSupported: + outputWriters['SWF'] = SWFVectorWriter +if PDFSupported: + outputWriters['PDF'] = PDFVectorWriter 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. @@ -653,13 +1888,13 @@ class 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 the current Scene, this should be a READ-ONLY property self._SCENE = Scene.GetCurrent() - + # Use the aspect ratio of the scene rendering context context = self._SCENE.getRenderingContext() @@ -668,27 +1903,10 @@ class Renderer: float(context.aspectRatioY()) ) - # 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'] + # Render from the currently active camera + #self.cameraObj = self._SCENE.objects.camera - # 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) + self.lights = [] ## @@ -697,118 +1915,142 @@ class Renderer: def doRendering(self, outputWriter, animation=False): """Render picture or animation and write it out. - + The parameters are: - 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: startFrame = context.startFrame() endFrame = context.endFrame() outputWriter.open(startFrame, endFrame) - + # Do the rendering process frame by frame - print "Start Rendering!" - for f in range(startFrame, endFrame+1): - context.currentFrame(f) + print "Start Rendering of %d frames" % (endFrame-startFrame+1) + for f in xrange(startFrame, endFrame+1): + print "\n\nFrame: %d" % f + + # FIXME To get the correct camera position we have to use +1 here. + # Is there a bug somewhere in the Scene module? + context.currentFrame(f+1) + self.cameraObj = self._SCENE.objects.camera # Use some temporary workspace, a full copy of the scene inputScene = self._SCENE.copy(2) - print "Before" + # To get the objects at this frame remove the +1 ... + ctx = inputScene.getRenderingContext() + ctx.currentFrame(f) + + + # 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: + except : + print "There was an error! Aborting." + import traceback + print traceback.print_exc() + self._SCENE.makeCurrent() - Scene.unlink(inputScene) + Scene.Unlink(inputScene) del inputScene + return outputWriter.printCanvas(renderedScene, - doPrintPolygons = config.polygons['FILL'], + doPrintPolygons = config.polygons['SHOW'], doPrintEdges = config.edges['SHOW'], showHiddenEdges = config.edges['SHOW_HIDDEN']) - - print "After" - # clear the rendered scene + # delete the rendered scene self._SCENE.makeCurrent() - Scene.unlink(renderedScene) + Scene.Unlink(renderedScene) del renderedScene outputWriter.close() print "Done!" - context.currentFrame(currentFrame) + context.currentFrame(origCurrentFrame) 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. """ - - # global processing of the scene - self._doConvertGeometricObjToMesh(workScene) + # global processing of the scene - self._doSceneClipping(workScene) + self._filterHiddenObjects(workScene) + self._buildLightSetup(workScene) - # XXX: Joining objects does not work in batch mode!! - # Do not touch the following if, please :) + self._doSceneClipping(workScene) - global OPTIMIZE_FOR_SPACE - if Blender.mode == 'background': - print "\nWARNING! Joining objects not supported in background mode!\n" - OPTIMIZE_FOR_SPACE = False + self._doConvertGeometricObjsToMesh(workScene) - 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: - + Objects = workScene.objects + + print "Total Objects: %d" % len(Objects) + for i,obj in enumerate(Objects): + print "\n\n-------" + print "Rendering Object: %d" % i + 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._doProjection(mesh, self.proj) - + # When doing HSR with NEWELL we may want to flip all normals + # toward the viewer + if config.polygons['HSR'] == "NEWELL": + 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) + + self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']]) + # Update the object data, important! :) mesh.update() @@ -826,7 +2068,7 @@ class Renderer: """ 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() @@ -836,7 +2078,7 @@ class Renderer: def _isFaceVisible(self, face): """Determine if a face of an object is visible from the current camera. - + The view vector is calculated from the camera location and one of the vertices of the face (expressed in World coordinates, after applying modelview transformations). @@ -861,7 +2103,7 @@ class Renderer: # 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 @@ -870,9 +2112,10 @@ class Renderer: 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 - + if d > 0: return True else: @@ -881,41 +2124,46 @@ class Renderer: # Scene methods - def _doConvertGeometricObjToMesh(self, scene): - """Convert all "geometric" objects to mesh ones. + def _filterHiddenObjects(self, scene): + """Discard object that are on hidden layers in the scene. """ - 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) + Objects = scene.objects + visible_obj_list = [ obj for obj in Objects if + set(obj.layers).intersection(set(scene.getLayers())) ] - # 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() + for o in Objects: + if o not in visible_obj_list: + scene.objects.unlink(o) + + scene.update() + + + + def _buildLightSetup(self, scene): + # Get the list of lighting sources + obj_lst = scene.objects + 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) 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() + cam_pos = self._getObjPosition(self.cameraObj) + view_vect = self._cameraViewVector() near = self.cameraObj.data.clipStart far = self.cameraObj.data.clipEnd @@ -924,18 +2172,73 @@ class Renderer: fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32)) fovy = fovy * 360.0/pi - Objects = scene.getChildren() + Objects = scene.objects + for o in Objects: if o.getType() != 'Mesh': continue; - obj_vect = Vector(cpos) - self._getObjPosition(o) + """ + obj_vect = Vector(cam_pos) - 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) + scene.objects.unlink(o) + """ + + # Use the object bounding box + # (whose points are already in WorldSpace Coordinate) + + bb = o.getBoundBox() + + points_outside = 0 + for p in bb: + p_vect = Vector(cam_pos) - Vector(p) + + d = p_vect * view_vect + theta = AngleBetweenVecs(p_vect, view_vect) + + # Is this point outside the view frustum? + if (d < near) or (d > far) or (theta > fovy): + points_outside += 1 + + # If the bb is all outside the view frustum we clip the whole + # object away + if points_outside == len(bb): + scene.objects.unlink(o) + + + + def _doConvertGeometricObjsToMesh(self, scene): + """Convert all "geometric" objects to mesh ones. + """ + geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] + #geometricObjTypes = ['Mesh', 'Surf', 'Curve'] + + Objects = scene.objects + + objList = [ o for o in Objects if o.getType() in geometricObjTypes ] + for obj in objList: + old_obj = obj + obj = self._convertToRawMeshObj(obj) + scene.objects.link(obj) + scene.objects.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. @@ -945,47 +2248,64 @@ class Renderer: c = self._getObjPosition(self.cameraObj) - by_center_pos = (lambda o1, o2: + by_obj_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) ) - # 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 = scene.getChildren() - Objects.sort(by_center_pos) - + # Implement sorting by bounding box, the object with the bb + # nearest to the camera should be drawn as last. + by_nearest_bbox_point = (lambda o1, o2: + (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and + cmp( min( [(Vector(p) - Vector(c)).length for p in o1.getBoundBox()] ), + min( [(Vector(p) - Vector(c)).length for p in o2.getBoundBox()] ) + ) + ) + + + Objects = list(scene.objects) + + #Objects.sort(by_obj_center_pos) + Objects.sort(by_nearest_bbox_point) + # update the scene for o in Objects: - scene.unlink(o) - scene.link(o) + scene.objects.unlink(o) + scene.objects.link(o) 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'] + oList = [o for o in scene.objects if o.getType()=='Mesh'] # FIXME: Object.join() do not work if the list contains 1 object 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) + scene.objects.link(bigObj) + + try: + bigObj.join(oList) + except RuntimeError: + print "\nWarning! - Can't Join Objects\n" + scene.objects.unlink(bigObj) + return + except TypeError: + print "Objects Type error?" + for o in oList: - scene.unlink(o) + scene.objects.unlink(o) scene.update() - - # Per object methods + + # Per object/mesh methods def _convertToRawMeshObj(self, object): """Convert geometry based object to a mesh object. @@ -1005,7 +2325,7 @@ class Renderer: 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 @@ -1018,46 +2338,18 @@ class Renderer: 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. - + At this level we simply do a visibility test face by face and then select the vertices belonging to visible faces. """ - + # Select all vertices, so edges can be displayed even if there are no # faces for v in mesh.verts: v.sel = 1 - + Mesh.Mode(Mesh.SelectModes['FACE']) # Loop on faces for f in mesh.faces: @@ -1065,22 +2357,10 @@ class Renderer: 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 _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. """ @@ -1092,14 +2372,9 @@ class Renderer: mesh.vertexColors = 1 materials = mesh.materials - - # TODO: use multiple lighting sources - light_obj = self.lights[0] - light_pos = self._getObjPosition(light_obj) - 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: @@ -1115,52 +2390,83 @@ class Renderer: # A new default material if mat == None: mat = Material.New('defMat') - - L = Vector(light_pos).normalize() - V = (Vector(camPos) - Vector(f.v[0].co)).normalize() + # 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] - N = Vector(f.no).normalize() + 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.getData() + + 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) + + + # 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 * int(N*L > 0.5) - 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) - - # Emissive component + Iamb = Vector(Blender.World.Get()[0].getAmb()) + ka = mat.getAmb() + + # 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()) - # Toon shading - #I = [MeshUtils.toonShading(c) for c in 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: @@ -1169,6 +2475,376 @@ class Renderer: 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] + + #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. + """ + + # The Canonical View Volume, 8 vertices, and 6 faces, + # We consider its face normals pointing outside + + v1 = NMesh.Vert(1, 1, -1) + v2 = NMesh.Vert(1, -1, -1) + v3 = NMesh.Vert(-1, -1, -1) + v4 = NMesh.Vert(-1, 1, -1) + v5 = NMesh.Vert(1, 1, 1) + v6 = NMesh.Vert(1, -1, 1) + v7 = NMesh.Vert(-1, -1, 1) + v8 = NMesh.Vert(-1, 1, 1) + + cvv = [] + f1 = NMesh.Face([v1, v4, v3, v2]) + cvv.append(f1) + f2 = NMesh.Face([v5, v6, v7, v8]) + cvv.append(f2) + f3 = NMesh.Face([v1, v2, v6, v5]) + cvv.append(f3) + f4 = NMesh.Face([v2, v3, v7, v6]) + cvv.append(f4) + f5 = NMesh.Face([v3, v4, v8, v7]) + cvv.append(f5) + f6 = NMesh.Face([v4, v1, v5, v8]) + cvv.append(f6) + + nmesh = NMesh.GetRaw(mesh.name) + clippedfaces = nmesh.faces[:] + facelist = clippedfaces[:] + + for clipface in cvv: + + clippedfaces = [] + + for f in facelist: + + #newfaces = HSR.splitOn(clipface, f, return_positive_faces=False) + newfaces = None + + if not newfaces: + # Check if the face is all outside the view frustum + # TODO: Do this test before, it is more efficient + points_outside = 0 + for v in f: + if abs(v[0]) > 1-EPS or abs(v[1]) > 1-EPS or abs(v[2]) > 1-EPS: + points_outside += 1 + + if points_outside != len(f): + clippedfaces.append(f) + else: + for nf in newfaces: + for v in nf: + nmesh.verts.append(v) + + nf.mat = f.mat + nf.sel = f.sel + nf.col = [f.col[0]] * len(nf.v) + + clippedfaces.append(nf) + facelist = clippedfaces[:] + + + nmesh.faces = facelist + nmesh.update() + + + # 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])+EPS) + ) + + # 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 __newellDepthSort(self, mesh): + """Newell's depth sorting. + + """ + + #global progress + + # 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 + + + # 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) + + # 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 = [] + + + # The steps are _at_least_ equal to len(facelist), we do not count the + # feces coming out from splitting!! + progress.setActivity("HSR: Newell", len(facelist)) + #progress.setQuiet(True) + + + while len(facelist): + debug("\n----------------------\n") + debug("len(facelits): %d\n" % len(facelist)) + P = facelist[0] + + pSign = sign(P.normal[2]) + + # We can discard faces parallel to the view vector + #if P.normal[2] == 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 = sign(Q.normal[2]) + # TODO: check also if Q is parallel?? + + # 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] + zQ = [v.co[2] for v in Q.v] + notZOverlap = min(zP) > max(zQ) + EPS + + if notZOverlap: + 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)) + notXOverlap = (min(xQ) >= max(xP)-EPS) or (min(xP) >= max(xQ)-EPS) + + 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)) + notYOverlap = (min(yQ) >= max(yP)-EPS) or (min(yP) >= max(yQ)-EPS) + + 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 * HSR.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 * HSR.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: Check if projections of polygons effectively overlap, + # in previous tests we checked only bounding boxes. + + #if not projectionsOverlap(P, Q): + if not ( HSR.projectionsOverlap(P, Q) or HSR.projectionsOverlap(Q, P)): + debug("\nTest 5\n") + debug("Projections do not overlap!\n") + continue + + # We still can't say if P obscures Q. + + # 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 + debug("Possibly a cycle detected!\n") + debug("Split here!!\n") + + facelist = HSR.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 * HSR.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 * HSR.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") + + facelist = HSR.facesplit(P, Q, facelist, nmesh) + split_done = 1 + break + + facelist.remove(Q) + facelist.insert(0, Q) + Q.smooth = 1 + face_marked = 1 + debug("Q marked!\n") + break + + # Write P! + if split_done == 0 and face_marked == 0: + facelist.remove(P) + maplist.append(P) + dumpfaces(maplist, "dump"+str(len(maplist)).zfill(4)+".svg") + + progress.update() + + if len(facelist) == 870: + dumpfaces([P, Q], "loopdebug.svg") + + + #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() + + + 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. @@ -1185,23 +2861,21 @@ class Renderer: 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 - - 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] - + # # --------------------------------------------------------------------- @@ -1215,10 +2889,10 @@ from Blender import BGL, Draw from Blender.BGL import * class GUI: - + def _init(): - # Output Format menu + # Output Format menu output_format = config.output['FORMAT'] default_value = outputWriters.keys().index(output_format)+1 GUI.outFormatMenu = Draw.Create(default_value) @@ -1229,11 +2903,17 @@ class GUI: GUI.evtAnimToggle = 1 # Join Objects toggle button - GUI.joinObjsToggle = Draw.Create(config.output['MERGED_OBJECTS']) + GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS']) GUI.evtJoinObjsToggle = 2 # Render filled polygons - GUI.polygonsToggle = Draw.Create(config.polygons['FILL']) + 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 @@ -1246,9 +2926,9 @@ class GUI: GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN']) GUI.evtShowHiddenEdgesToggle = 5 - # Edge Style menu + # Edge Style menu edge_style = config.edges['STYLE'] - default_value = edgeSelectionStyles.keys().index(edge_style)+1 + default_value = edgeStyles.keys().index(edge_style)+1 GUI.edgeStyleMenu = Draw.Create(default_value) GUI.evtEdgeStyleMenu = 6 @@ -1256,12 +2936,20 @@ class GUI: 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 + # Save default button + GUI.evtSaveDefaultButton = 99 + def draw(): # initialize static members @@ -1269,8 +2957,12 @@ class GUI: glClear(GL_COLOR_BUFFER_BIT) glColor3f(0.0, 0.0, 0.0) - glRasterPos2i(10, 350) - Draw.Text("VRM: Vector Rendering Method script.") + glRasterPos2i(10, 380) + Draw.Text("VRM: Vector Rendering Method script. Version %s." % + __version__) + glRasterPos2i(10, 365) + Draw.Text("%s (c) 2006, 2007" % __author__) + glRasterPos2i(10, 335) Draw.Text("Press Q or ESC to quit.") @@ -1298,6 +2990,9 @@ class GUI: "Start Rendering") Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!") + Draw.Button("Save settings as default", GUI.evtSaveDefaultButton, 10, 210-50, 160, 18, + "Save settings as default") + # Rendering Styles glRasterPos2i(200, 310) Draw.Text("Rendering Style:") @@ -1307,34 +3002,47 @@ class GUI: 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.Text("Antonio Ospite (c) 2006") def event(evt, val): @@ -1353,15 +3061,22 @@ class GUI: elif evt == GUI.evtOutFormatMenu: i = GUI.outFormatMenu.val - 1 config.output['FORMAT']= outputWriters.keys()[i] + # Set the new output file + global outputfile + outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower() elif evt == GUI.evtAnimToggle: - config.outpur['ANIMATION'] = bool(GUI.animToggle.val) + config.output['ANIMATION'] = bool(GUI.animToggle.val) elif evt == GUI.evtJoinObjsToggle: - config.output['MERGED_OBJECTS'] = bool(GUI.joinObjsToggle.val) + config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val) elif evt == GUI.evtPolygonsToggle: - config.polygons['FILL'] = 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: config.edges['SHOW'] = bool(GUI.showEdgesToggle.val) @@ -1371,27 +3086,36 @@ class GUI: elif evt == GUI.evtEdgeStyleMenu: i = GUI.edgeStyleMenu.val - 1 - config.edges['STYLE'] = edgeSelectionStyles.keys()[i] + 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) + elif evt == GUI.evtSaveDefaultButton: + config.saveToRegistry() + else: print "Event: %d not handled!" % evt if evt: Draw.Redraw(1) - GUI.conf_debug() + #GUI.conf_debug() def conf_debug(): from pprint import pprint - pprint(config) + print "\nConfig" + pprint(config.output) + pprint(config.polygons) + pprint(config.edges) _init = staticmethod(_init) draw = staticmethod(draw) @@ -1402,7 +3126,7 @@ class GUI: # A wrapper function for the vectorizing process def vectorize(filename): """The vectorizing process is as follows: - + - Instanciate the writer and the renderer - Render! """ @@ -1417,22 +3141,34 @@ def vectorize(filename): actualWriter = outputWriters[config.output['FORMAT']] writer = actualWriter(filename) - + renderer = Renderer() renderer.doRendering(writer, config.output['ANIMATION']) - if editmode: Window.EditMode(1) + if editmode: Window.EditMode(1) + # Here the main if __name__ == "__main__": - + + global progress + + config.loadFromRegistry() + + # initialize writer setting also here to configure writer specific + # settings on startup + actualWriter = outputWriters[config.output['FORMAT']] + writer = actualWriter("") + 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)