X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/2a59bfdb7dfdc76e8a5f25fa74971aae6627e643..de221ecd94607f731bb5d39c4d71447e3b545098:/vrm.py
diff --git a/vrm.py b/vrm.py
index b121765..15fba09 100755
--- a/vrm.py
+++ b/vrm.py
@@ -1,13 +1,13 @@
#!BPY
"""
Name: 'VRM'
-Blender: 242
+Blender: 245
Group: 'Render'
Tooltip: 'Vector Rendering Method script'
"""
__author__ = "Antonio Ospite"
-__url__ = ["http://projects.blender.org/projects/vrm"]
+__url__ = ["http://vrm.ao2.it"]
__version__ = "0.3.beta"
__bpydoc__ = """\
@@ -15,7 +15,7 @@ __bpydoc__ = """\
"""
# ---------------------------------------------------------------------
-# 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
@@ -40,15 +40,14 @@ __bpydoc__ = """\
# from scratch but Nikola gave me the idea, so I thank him publicly.
#
# ---------------------------------------------------------------------
-#
+#
# Things TODO for a next release:
+# - Shadeless shader
# - FIX the issue with negative scales in object tranformations!
# - Use a better depth sorting algorithm
-# - Implement clipping of primitives and do handle object intersections.
-# (for now only clipping away whole objects is supported).
# - Review how selections are made (this script uses selection states of
# primitives to represent visibility infos)
-# - Use a data structure other than Mesh to represent the 2D image?
+# - 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.
# - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
@@ -62,24 +61,6 @@ __bpydoc__ = """\
# - Check memory use!!
#
# ---------------------------------------------------------------------
-#
-# Changelog:
-#
-# vrm-0.3.py - ...
-# * First release after code restucturing.
-# Now the script offers a useful set of functionalities
-# and it can render animations, too.
-# * Optimization in Renderer.doEdgeStyle(), build a topology cache
-# so to speed up the lookup of adjacent faces of an edge.
-# Thanks ideasman42.
-# * 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!
-#
-# ---------------------------------------------------------------------
import Blender
from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window
@@ -87,6 +68,19 @@ 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
@@ -94,14 +88,13 @@ EPS = 10e-5
progress = None
-# Some global settings
+# Config class for global settings
class config:
polygons = dict()
polygons['SHOW'] = True
- polygons['SHADING'] = 'FLAT'
- #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL'
- polygons['HSR'] = 'NEWELL'
+ polygons['SHADING'] = 'FLAT' # FLAT or TOON
+ polygons['HSR'] = 'PAINTER' # PAINTER or NEWELL
# Hidden to the user for now
polygons['EXPANSION_TRICK'] = True
@@ -110,7 +103,7 @@ class config:
edges = dict()
edges['SHOW'] = False
edges['SHOW_HIDDEN'] = False
- edges['STYLE'] = 'MESH' # or SILHOUETTE
+ edges['STYLE'] = 'MESH' # MESH or SILHOUETTE
edges['WIDTH'] = 2
edges['COLOR'] = [0, 0, 0]
@@ -119,8 +112,40 @@ class config:
output['ANIMATION'] = False
output['JOIN_OBJECTS'] = True
- #output['FORMAT'] = 'SWF'
- #output['ANIMATION'] = 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
@@ -150,7 +175,7 @@ def debug(msg):
sys.stderr.write(msg)
def EQ(v1, v2):
- return (abs(v1[0]-v2[0]) < EPS and
+ 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)
@@ -189,8 +214,8 @@ class HSR:
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,
-
+ 0,
+
| x_1 y_1 z_1 1 |
| x_2 y_2 z_2 1 |
| x_3 y_3 z_3 1 |
@@ -320,6 +345,34 @@ class HSR:
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].
@@ -336,7 +389,8 @@ class HSR:
# If a point of f1 in inside f2, there is an overlap!
v1 = f1.v[i]
- if HSR.isVertInside(f2, v1):
+ #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
@@ -443,7 +497,7 @@ class HSR:
#
#newfaces = splitOn(plane, f)
-
+
if newfaces == None:
print "Big FAT problem, we weren't able to split POLYGONS!"
raise AssertionError
@@ -562,7 +616,7 @@ class HSR:
makeFaces = staticmethod(makeFaces)
- def splitOn(Q, P):
+ 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
"""
@@ -601,7 +655,7 @@ class HSR:
#print "d0:", d0, "d1:", d1
- # if the vertex lies in the cutplane
+ # if the vertex lies in the cutplane
if abs(d1) < EPS:
#print "d1 On cutplane"
posVertList.append(V1)
@@ -652,24 +706,32 @@ class HSR:
else:
negVertList.append(V1)
-
- # uniq
- posVertList = [ u for u in posVertList if u not in locals()['_[1]'] ]
- negVertList = [ u for u in negVertList if u not in locals()['_[1]'] ]
+
+ # 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 verteices??"
+ # 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 verteices??"
+ # print "Problem, we created a face with less that 3 vertices??"
# negVertList = []
if len(posVertList) < 3 or len(negVertList) < 3:
- print "RETURN NONE, SURE???"
+ #print "RETURN NONE, SURE???"
return None
+ if not return_positive_faces:
+ posVertList = []
+ if not return_negative_faces:
+ negVertList = []
newfaces = HSR.addNewFaces(posVertList, negVertList)
@@ -705,7 +767,7 @@ class HSR:
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
@@ -721,23 +783,23 @@ class MeshUtils:
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):
@@ -828,10 +890,10 @@ class ShadingUtils:
class Projector:
"""Calculate the projection of an object given the camera.
-
+
A projector is useful to so some per-object transformation to obtain the
projection of an object given the camera.
-
+
The main method is #doProjection# see the method description for the
parameter list.
"""
@@ -853,17 +915,26 @@ class Projector:
fovy = atan(0.5/aspect/(camera.lens/32))
fovy = fovy * 360.0/pi
-
+
+
+ if Blender.Get('version') < 243:
+ camPersp = 0
+ camOrtho = 1
+ else:
+ camPersp = 'persp'
+ camOrtho = 'ortho'
+
# What projection do we want?
- if camera.type == 0:
- mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
- elif camera.type == 1:
- mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
-
+ if camera.type == camPersp:
+ mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+ elif camera.type == camOrtho:
+ mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
+
+
# View transformation
cam = Matrix(cameraObj.getInverseMatrix())
- cam.transpose()
-
+ cam.transpose()
+
mP = mP * cam
self.projectionMatrix = mP
@@ -878,13 +949,13 @@ class Projector:
Given a vertex calculate the projection using the current projection
matrix.
"""
-
+
# Note that we have to work on the vertex using homogeneous coordinates
# From blender 2.42+ we don't need to resize the vector to be 4d
# when applying a 4x4 matrix, but we do that anyway since we need the
# 4th coordinate later
p = self.projectionMatrix * Vector(v).resize4D()
-
+
# Perspective division
if p[3] != 0:
p[0] = p[0]/p[3]
@@ -901,11 +972,11 @@ class Projector:
##
# 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
@@ -916,7 +987,7 @@ 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],
@@ -928,15 +999,15 @@ class Projector:
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
+ bottom = -top
left = bottom * aspect
right= top * aspect
rl = right-left
tb = top-bottom
- fn = near-far
+ fn = near-far
tx = -((right+left)/rl)
ty = -((top+bottom)/tb)
tz = ((far+near)/fn)
@@ -946,7 +1017,7 @@ class Projector:
[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
@@ -958,7 +1029,7 @@ class Projector:
class Progress:
"""A model for a progress indicator.
-
+
Do the progress calculation calculation and
the view independent stuff of a progress indicator.
"""
@@ -1070,7 +1141,7 @@ class ConsoleProgressIndicator(ProgressIndicator):
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)
@@ -1148,16 +1219,23 @@ class VectorWriter:
- 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
- self.file = None
-
+
context = Scene.GetCurrent().getRenderingContext()
self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
+ self.fps = context.fps
+
self.startFrame = 1
self.endFrame = 1
self.animation = False
@@ -1166,21 +1244,18 @@ class VectorWriter:
##
# Public Methods
#
-
+
def open(self, startFrame=1, endFrame=1):
if startFrame != endFrame:
self.startFrame = startFrame
self.endFrame = endFrame
self.animation = True
- self.file = open(self.outputFileName, "w")
print "Outputting to: ", self.outputFileName
return
def close(self):
- if self.file:
- self.file.close()
return
def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
@@ -1188,7 +1263,7 @@ class VectorWriter:
"""This is the interface for the needed printing routine.
"""
return
-
+
## SVG Writer
@@ -1201,6 +1276,8 @@ class SVGVectorWriter(VectorWriter):
"""
VectorWriter.__init__(self, fileName)
+ self.file = None
+
##
# Public Methods
@@ -1210,6 +1287,9 @@ class SVGVectorWriter(VectorWriter):
"""Do some initialization operations.
"""
VectorWriter.open(self, startFrame, endFrame)
+
+ self.file = open(self.outputFileName, "w")
+
self._printHeader()
def close(self):
@@ -1217,16 +1297,19 @@ class SVGVectorWriter(VectorWriter):
"""
self._printFooter()
- # remember to call the close method of the parent
+ 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.getChildren()
+ Objects = scene.objects
context = scene.getRenderingContext()
framenumber = context.currentFrame()
@@ -1235,7 +1318,7 @@ class SVGVectorWriter(VectorWriter):
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) )
@@ -1255,22 +1338,22 @@ class SVGVectorWriter(VectorWriter):
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
@@ -1278,12 +1361,12 @@ 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):
@@ -1298,15 +1381,17 @@ class SVGVectorWriter(VectorWriter):
self.canvasSize)
if self.animation:
+ delay = 1000/self.fps
self.file.write("""\n\n
- \n""" % (self.startFrame, self.endFrame, self.startFrame) )
-
+ \n""")
+
def _printFooter(self):
"""Print the SVG footer."""
self.file.write("\n\n")
- def _printPolygons(self, mesh):
+ def _printPolygons(self, mesh):
"""Print the selected (visible) polygons.
"""
@@ -1361,11 +1446,11 @@ class SVGVectorWriter(VectorWriter):
for v in face.v[1:]:
p = self._calcCanvasCoord(v)
self.file.write("%g,%g " % (p[0], p[1]))
-
+
# get rid of the last blank space, just cosmetics here.
- self.file.seek(-1, 1)
+ self.file.seek(-1, 1)
self.file.write(" z\"\n")
-
+
# take as face color the first vertex color
if face.col:
fcol = face.col[0]
@@ -1408,13 +1493,13 @@ class SVGVectorWriter(VectorWriter):
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
@@ -1423,7 +1508,7 @@ class SVGVectorWriter(VectorWriter):
p1 = self._calcCanvasCoord(e.v1)
p2 = self._calcCanvasCoord(e.v2)
-
+
self.file.write(" 0 the face is visible from the camera
d = view_vect * normal
-
+
if d > 0:
return True
else:
@@ -1899,13 +2124,45 @@ class Renderer:
# Scene methods
+ def _filterHiddenObjects(self, scene):
+ """Discard object that are on hidden layers in the scene.
+ """
+
+ Objects = scene.objects
+
+ visible_obj_list = [ obj for obj in Objects if
+ set(obj.layers).intersection(set(scene.getLayers())) ]
+
+ 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 whole objects against the View Frustum.
For now clip away only objects according to their center position.
"""
- cpos = self._getObjPosition(self.cameraObj)
+ cam_pos = self._getObjPosition(self.cameraObj)
view_vect = self._cameraViewVector()
near = self.cameraObj.data.clipStart
@@ -1915,18 +2172,44 @@ 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.
@@ -1934,13 +2217,14 @@ class Renderer:
geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
#geometricObjTypes = ['Mesh', 'Surf', 'Curve']
- Objects = scene.getChildren()
+ 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.link(obj)
- scene.unlink(old_obj)
+ scene.objects.link(obj)
+ scene.objects.unlink(old_obj)
# XXX Workaround for Text and Curve which have some normals
@@ -1964,29 +2248,37 @@ 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:
@@ -1996,23 +2288,23 @@ class Renderer:
bigObj = Object.New('Mesh', 'BigOne')
bigObj.link(mesh)
- scene.link(bigObj)
+ scene.objects.link(bigObj)
try:
bigObj.join(oList)
except RuntimeError:
print "\nWarning! - Can't Join Objects\n"
- scene.unlink(bigObj)
+ 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/mesh methods
def _convertToRawMeshObj(self, object):
@@ -2048,16 +2340,16 @@ class Renderer:
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:
@@ -2122,7 +2414,7 @@ class Renderer:
light_obj = l
light_pos = self._getObjPosition(l)
light = light_obj.getData()
-
+
L = Vector(light_pos).normalize()
V = (Vector(camPos) - Vector(f.cent)).normalize()
@@ -2210,6 +2502,72 @@ class Renderer:
"""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.
@@ -2280,7 +2638,7 @@ class Renderer:
progress.setActivity("HSR: Newell", len(facelist))
#progress.setQuiet(True)
-
+
while len(facelist):
debug("\n----------------------\n")
debug("len(facelits): %d\n" % len(facelist))
@@ -2304,7 +2662,7 @@ class Renderer:
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.
@@ -2322,7 +2680,7 @@ class Renderer:
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]
@@ -2345,7 +2703,7 @@ class Renderer:
debug("\nTest 2\n")
debug("NOT Y OVERLAP!\n")
continue
-
+
# Test 3: P vertices are all behind the plane of Q
n = 0
@@ -2395,7 +2753,7 @@ class Renderer:
facelist = HSR.facesplit(P, Q, facelist, nmesh)
split_done = 1
- break
+ break
# The question now is: Does Q obscure P?
@@ -2425,7 +2783,7 @@ class Renderer:
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:
@@ -2435,16 +2793,16 @@ class Renderer:
facelist = HSR.facesplit(P, Q, facelist, nmesh)
split_done = 1
- break
-
+ break
+
facelist.remove(Q)
facelist.insert(0, Q)
Q.smooth = 1
face_marked = 1
debug("Q marked!\n")
break
-
- # Write P!
+
+ # Write P!
if split_done == 0 and face_marked == 0:
facelist.remove(P)
maplist.append(P)
@@ -2463,7 +2821,7 @@ class Renderer:
# break
# end of while len(facelist)
-
+
nmesh.faces = maplist
#for f in nmesh.faces:
@@ -2517,6 +2875,7 @@ class Renderer:
if edgestyleSelect(e, mesh):
e.sel = 1
"""
+ #
# ---------------------------------------------------------------------
@@ -2530,10 +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)
@@ -2550,7 +2909,7 @@ class GUI:
# Render filled polygons
GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
- # Shading Style menu
+ # Shading Style menu
shading_style = config.polygons['SHADING']
default_value = shadingStyles.keys().index(shading_style)+1
GUI.shadingStyleMenu = Draw.Create(default_value)
@@ -2567,7 +2926,7 @@ 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 = edgeStyles.keys().index(edge_style)+1
GUI.edgeStyleMenu = Draw.Create(default_value)
@@ -2588,6 +2947,9 @@ class GUI:
# Exit Button
GUI.evtExitButton = 9
+ # Save default button
+ GUI.evtSaveDefaultButton = 99
+
def draw():
# initialize static members
@@ -2595,9 +2957,12 @@ class GUI:
glClear(GL_COLOR_BUFFER_BIT)
glColor3f(0.0, 0.0, 0.0)
- glRasterPos2i(10, 350)
+ 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.")
@@ -2625,6 +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:")
@@ -2651,7 +3019,7 @@ class GUI:
"Render polygon edges")
if GUI.showEdgesToggle.val == 1:
-
+
# Edge Style
edgeStyleMenuStruct = "Edge Style %t"
for t in edgeStyles.keys():
@@ -2675,8 +3043,6 @@ class GUI:
200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
"Render hidden edges as dashed lines")
- glRasterPos2i(10, 160)
- Draw.Text("%s (c) 2006" % __author__)
def event(evt, val):
@@ -2695,6 +3061,9 @@ 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.output['ANIMATION'] = bool(GUI.animToggle.val)
@@ -2731,6 +3100,9 @@ class GUI:
global outputfile
Blender.Window.FileSelector(vectorize, label, outputfile)
+ elif evt == GUI.evtSaveDefaultButton:
+ config.saveToRegistry()
+
else:
print "Event: %d not handled!" % evt
@@ -2754,7 +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!
"""
@@ -2769,11 +3141,11 @@ 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)
@@ -2782,6 +3154,13 @@ 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 != "":