X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/2bfb6873ab89019125b7e6602eac6ca8fef7940c..f3c77e9118aad35bfc7180996315c56b88b20706:/vrm.py
diff --git a/vrm.py b/vrm.py
index bbff105..c694b77 100755
--- a/vrm.py
+++ b/vrm.py
@@ -1,250 +1,817 @@
#!BPY
-
"""
Name: 'VRM'
-Blender: 237
+Blender: 241
Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script'
+Tooltip: 'Vector Rendering Method Export Script 0.3'
"""
+# ---------------------------------------------------------------------
+# Copyright (c) 2006 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
+# the Free Software Foundation; either version 2 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+#
+# ---------------------------------------------------------------------
+#
+# NOTE: I do not know who is the original author of 'vrm'.
+# The present code is almost entirely rewritten from scratch,
+# but if I have to give credits to anyone, please let me know,
+# so I can update the copyright.
+#
+# ---------------------------------------------------------------------
+#
+# Additional credits:
+# Thanks to Emilio Aguirre for S2flender from which I took inspirations :)
+# Thanks to Anthony C. D'Agostino for the original backface.py script
+#
+# ---------------------------------------------------------------------
import Blender
-from Blender import Scene, Object, Lamp, Camera
+from Blender import Scene, Object, Mesh, NMesh, Lamp, Camera
+from Blender.Mathutils import *
from math import *
-from Blender.Window import *
-from Blender.Scene import Render
-
-def init():
- print "Init\n"
- renderDir = context.getRenderPath()
+# ---------------------------------------------------------------------
+#
+## Projections classes
+#
+# ---------------------------------------------------------------------
+
+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.
+ """
+
+ def __init__(self, cameraObj, canvasRatio):
+ """Calculate the projection matrix.
+
+ The projection matrix depends, in this case, on the camera settings,
+ and also on object transformation matrix.
+ """
+
+ camera = cameraObj.getData()
+
+ aspect = float(canvasRatio[0])/float(canvasRatio[1])
+ near = camera.clipStart
+ far = camera.clipEnd
+
+ fovy = atan(0.5/aspect/(camera.lens/32))
+ fovy = fovy * 360/pi
+
+ # What projection do we want?
+ if camera.type:
+ m2 = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale)
+ else:
+ m2 = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+
+
+ # View transformation
+ cam = Matrix(cameraObj.getInverseMatrix())
+ cam.transpose()
+
+ # FIXME: remove the commented part, we used to pass object in local
+ # coordinates, but this is not very clean, we should apply modelview
+ # tranformations _before_ (at some other level).
+ #m1 = Matrix(obMesh.getMatrix())
+ #m1.transpose()
+
+ #mP = cam * m1
+ mP = cam
+ mP = m2 * mP
+
+ self.projectionMatrix = mP
+
+ ##
+ # Public methods
+ #
+
+ def doProjection(self, v):
+ """Project the point on the view plane.
+
+ Given a vertex calculate the projection using the current projection
+ matrix.
+ """
+
+ # Note that we need the vertex expressed using homogeneous coordinates
+ p = self.projectionMatrix * Vector(v).resize4D()
+
+ if p[3]>0:
+ p[0] = p[0]/p[3]
+ p[1] = p[1]/p[3]
+
+ return p
-# distance from camera Z'
-def Distance(PX,PY,PZ):
+ ##
+ # Private methods
+ #
- dist = sqrt(PX*PX+PY*PY+PZ*PZ)
- return dist
+ def _calcPerspectiveMatrix(self, fovy, aspect, near, far):
+ """Return a perspective projection matrix."""
+
+ top = near * tan(fovy * pi / 360.0)
+ bottom = -top
+ left = bottom*aspect
+ right= top*aspect
+ x = (2.0 * near) / (right-left)
+ y = (2.0 * near) / (top-bottom)
+ a = (right+left) / (right-left)
+ 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
+
+ def _calcOrthoMatrix(self, fovy, aspect , near, far, scale):
+ """Return an orthogonal projection matrix."""
+
+ top = near * tan(fovy * pi / 360.0) * (scale * 10)
+ 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
+
+
+# ---------------------------------------------------------------------
+#
+## Object representation class
+#
+# ---------------------------------------------------------------------
+
+# TODO: a class to represent the needed properties of a 2D vector image
+# Just use a NMesh 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:
+ - printCanvas(mesh) --- where mesh is as specified before.
+ """
+
+ def __init__(self, fileName):
+ """Open the file named #fileName# and set the canvas size."""
+
+ self.file = open(fileName, "w")
+ print "Outputting to: ", fileName
+
+
+ context = Scene.GetCurrent().getRenderingContext()
+ self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
+
+
+ ##
+ # Public Methods
+ #
+
+ def printCanvas(mesh):
+ return
+
+ ##
+ # Private Methods
+ #
+
+ def _printHeader():
+ return
+
+ def _printFooter():
+ return
+
+
+## SVG Writer
+
+class SVGVectorWriter(VectorWriter):
+ """A concrete class for writing SVG output.
+
+ The class does not support animations, yet.
+ Sorry.
+ """
+
+ def __init__(self, file):
+ """Simply call the parent Contructor."""
+ VectorWriter.__init__(self, file)
+
+
+ ##
+ # Public Methods
+ #
+
+ def open(self):
+ self._printHeader()
+
+ def close(self):
+ self._printFooter()
+
+
+
+ def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False):
+ """Convert the scene representation to SVG."""
+
+ Objects = scene.getChildren()
+ for obj in Objects:
+
+ if(obj.getType() != 'Mesh'):
+ continue
+ #
+
+ self.file.write("\n")
+
+
+ if doPrintPolygons:
+ for face in obj.getData().faces:
+ self._printPolygon(face)
+
+ if doPrintEdges:
+ self._printEdges(obj.getData(), showHiddenEdges)
+
+ self.file.write("\n")
+
+
+ ##
+ # Private Methods
+ #
+
+ def _printHeader(self):
+ """Print SVG header."""
+
+ self.file.write("\n")
+ self.file.write("\n")
+ self.file.write("\n")
+ self.file.close()
+
+ def _printEdges(self, mesh, showHiddenEdges=False):
+ """Print the wireframe using mesh edges... is this the correct way?
+ """
+
+ stroke_width=0.5
+ stroke_col = [0, 0, 0]
+
+ self.file.write("\n")
+
+ for e in mesh.edges:
+
+ hidden_stroke_style = ""
+
+ # And edge is selected if both vertives are selected
+ if e.v1.sel == 0 or e.v2.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")
+
+
+
+ def _printPolygon(self, face):
+ """Print our primitive, finally.
+ """
+
+ wireframe = False
+
+ stroke_width=0.5
+
+ self.file.write("\n")
+
+ def _calcCanvasCoord(self, v):
+
+ pt = Vector([0, 0, 0])
+
+ mW = self.canvasSize[0]/2
+ mH = self.canvasSize[1]/2
+
+ # rescale to canvas size
+ pt[0] = round(v[0]*mW)+mW
+ pt[1] = round(v[1]*mH)+mH
+
+ # 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 Dodaj(x,y,z):
+# ---------------------------------------------------------------------
+#
+## Rendering Classes
+#
+# ---------------------------------------------------------------------
+
+class Renderer:
+ """Render a scene viewed from a given camera.
- print ""
+ This class is responsible of the rendering process, hence transformation
+ and projection of the ojects in the scene are invoked by the renderer.
+
+ The user can optionally provide a specific camera for the rendering, see
+ the #doRendering# method for more informations.
+ """
+
+ def __init__(self):
+ """Make the rendering process only for the current scene by default.
+ """
+
+ # Render the current Scene set as a READ-ONLY property
+ self._SCENE = Scene.GetCurrent()
+
+ # Use the aspect ratio of the scene rendering context
+ context = self._SCENE.getRenderingContext()
+ self.canvasRatio = (context.aspectRatioX(), context.aspectRatioY())
+
+ # Render from the currently active camera
+ self.camera = self._SCENE.getCurrentCamera()
+
+
+ ##
+ # Public Methods
+ #
+
+ def doRendering(self, outputWriter, animation=0):
+ """Render picture or animation and write it out.
+
+ The parameters are:
+ - a Vector writer object than will be used to output the result.
+ - a flag to tell if we want to render an animation or the only
+ current frame.
+ """
+
+ context = self._SCENE.getRenderingContext()
+ currentFrame = context.currentFrame()
+
+ # Handle the animation case
+ if animation == 0:
+ startFrame = currentFrame
+ endFrame = startFrame
+ else:
+ startFrame = context.startFrame()
+ endFrame = context.endFrame()
+
+ # Do the rendering process frame by frame
+ print "Start Rendering!"
+ for f in range(startFrame, endFrame+1):
+ context.currentFrame(f)
+ renderedScene = self.doRenderScene(self._SCENE)
+ outputWriter.printCanvas(renderedScene,
+ doPrintPolygons=False, doPrintEdges=True, showHiddenEdges=True)
+
+ # clear the rendered scene
+ self._SCENE.makeCurrent()
+ Scene.unlink(renderedScene)
+ del renderedScene
+
+ print "Done!"
+ context.currentFrame(currentFrame)
+
+
+
+ def doRenderScene(self, inputScene):
+ """Control the rendering process.
+
+ Here we control the entire rendering process invoking the operation
+ needed to transform and project the 3D scene in two dimensions.
+ """
+
+ # Use some temporary workspace, a full copy of the scene
+ workScene = inputScene.copy(2)
+
+ # Get a projector for this scene.
+ # NOTE: the projector wants object in world coordinates,
+ # so we should apply modelview transformations _before_
+ # projection transformations
+ proj = Projector(self.camera, self.canvasRatio)
+
+ # global processing of the scene
+ self._doDepthSorting(workScene)
+
+ # Per object activities
+ Objects = workScene.getChildren()
+
+ for obj in Objects:
+
+ if (obj.getType() != 'Mesh'):
+ print "Type:", obj.getType(), "\tSorry, only mesh Object supported!"
+ continue
+ #
+
+ self._doModelViewTransformations(obj)
+
+ self._doBackFaceCulling(obj)
+
+ self._doColorAndLighting(obj)
+
+ # 'style' can be a function that determine
+ # if an edge should be showed?
+ self._doEdgesStyle(obj, style=None)
+
+ self._doProjection(obj, proj)
+
+ return workScene
+
+
+ def oldRenderScene(scene):
+
+ # Per object activities
+ Objects = workScene.getChildren()
+
+ for obj in Objects:
+
+ if (obj.getType() != 'Mesh'):
+ print "Type:", obj.getType(), "\tSorry, only mesh Object supported!"
+ continue
+
+ # Get a projector for this object
+ proj = Projector(self.camera, obj, self.canvasSize)
+
+ # Let's store the transformed data
+ transformed_mesh = NMesh.New("flat"+obj.name)
+ transformed_mesh.hasVertexColours(1)
+
+ # process Edges
+ self._doProcessEdges(obj)
+
+ for v in obj.getData().verts:
+ transformed_mesh.verts.append(v)
+ transformed_mesh.edges = self._processEdges(obj.getData().edges)
+ #print transformed_mesh.edges
+
+
+ # Store the materials
+ materials = obj.getData().getMaterials()
+
+ meshfaces = obj.getData().faces
+
+ for face in meshfaces:
+
+ # if the face is visible flatten it on the "picture plane"
+ if self._isFaceVisible(face, obj, cameraObj):
+
+ # Store transformed face
+ newface = NMesh.Face()
+
+ for vert in face:
+
+ p = proj.doProjection(vert.co)
+
+ tmp_vert = NMesh.Vert(p[0], p[1], p[2])
+
+ # Add the vert to the mesh
+ transformed_mesh.verts.append(tmp_vert)
+
+ newface.v.append(tmp_vert)
+
+
+ # Per-face color calculation
+ # code taken mostly from the original vrm script
+ # TODO: understand the code and rewrite it clearly
+ ambient = -150
+
+ fakelight = Object.Get("Lamp").loc
+ if fakelight == None:
+ fakelight = [1.0, 1.0, -0.3]
+
+ norm = Vector(face.no)
+ vektori = (norm[0]*fakelight[0]+norm[1]*fakelight[1]+norm[2]*fakelight[2])
+ vduzine = fabs(sqrt(pow(norm[0],2)+pow(norm[1],2)+pow(norm[2],2))*sqrt(pow(fakelight[0],2)+pow(fakelight[1],2)+pow(fakelight[2],2)))
+ intensity = floor(ambient + 200*acos(vektori/vduzine))/200
+ if intensity < 0:
+ intensity = 0
+
+ if materials:
+ tmp_col = materials[face.mat].getRGBCol()
+ else:
+ tmp_col = [0.5, 0.5, 0.5]
+
+ tmp_col = [ (c>intensity) and int(round((c-intensity)*10)*25.5) for c in tmp_col ]
+
+ vcol = NMesh.Col(tmp_col[0], tmp_col[1], tmp_col[2])
+ newface.col = [vcol, vcol, vcol, 255]
+
+ transformed_mesh.addFace(newface)
+
+ # at the end of the loop on obj
+
+ transformed_obj = Object.New(obj.getType(), "flat"+obj.name)
+ transformed_obj.link(transformed_mesh)
+ transformed_obj.loc = obj.loc
+ newscene.link(transformed_obj)
+
+
+ return workScene
+
+
+ ##
+ # Private Methods
+ #
+
+ # Faces methods
+
+ def _isFaceVisible(self, face, obj, camObj):
+ """Determine if a face of an object is visible from a given camera.
+
+ The normals need to be transformed, but note that we should apply only the
+ rotation part of the tranformation matrix, since the normals are
+ normalized and they can be intended as starting from the origin.
+
+ 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).
+
+ After those transformations we determine if a face is visible by computing
+ the angle between the face normal and the view vector, this angle
+ corresponds somehow to the dot product between the two. If the product
+ results <= 0 then the angle between the two vectors is less that 90
+ degrees and then the face is visible.
+
+ There is no need to normalize those vectors since we are only interested in
+ the sign of the cross product and not in the product value.
+ """
+
+ # The transformation matrix of the object
+ mObj = Matrix(obj.getMatrix())
+ mObj.transpose()
+
+ # The normal after applying the current object rotation
+ #normal = mObj.rotationPart() * Vector(face.no)
+ normal = Vector(face.no)
+
+ # View vector in orthographics projections can be considered simply s the
+ # camera position
+ #view_vect = Vector(camObj.loc)
+
+ # View vector as in perspective projections
+ # it is the dofference between the camera position and
+ # one point of the face, we choose the first point,
+ # but maybe a better choice may be the farthest point from the camera.
+ point = Vector(face[0].co)
+ #point = mObj * point.resize4D()
+ #point.resize3D()
+ view_vect = Vector(camObj.loc) - point
+
+
+ # if d <= 0 the face is visible from the camera
+ d = view_vect * normal
+
+ if d <= 0:
+ return False
+ else:
+ return True
-def RotatePoint(PX,PY,PZ,AngleX,AngleY,AngleZ):
+
+ # Scene methods
+
+ def _doClipping():
+ return
+
+ def _doDepthSorting(self, scene):
+
+ cameraObj = self.camera
+ Objects = scene.getChildren()
+
+ Objects.sort(lambda obj1, obj2:
+ cmp(Vector(Vector(cameraObj.loc) - Vector(obj1.loc)).length,
+ Vector(Vector(cameraObj.loc) - Vector(obj2.loc)).length
+ )
+ )
+
+ # hackish sorting of faces according to the max z value of a vertex
+ for o in Objects:
+
+ if (o.getType() != 'Mesh'):
+ continue
+ #
+
+ mesh = o.data
+ mesh.faces.sort(
+ lambda f1, f2:
+ # Sort faces according to the min z coordinate in a face
+ #cmp(min([v[2] for v in f1]), min([v[2] for v in f2])))
+
+ # Sort faces according to the max z coordinate in a face
+ cmp(max([v[2] for v in f1]), max([v[2] for v in f2])))
+
+ # Sort faces according to the avg z coordinate in a face
+ #cmp(sum([v[2] for v in f1])/len(f1), sum([v[2] for v in f2])/len(f2)))
+ mesh.faces.reverse()
+ mesh.update()
+
+ # update the scene
+ # FIXME: check if it is correct
+ scene.update()
+ #for o in scene.getChildren():
+ # scene.unlink(o)
+ #for o in Objects:
+ # scene.link(o)
+
+ # Per object methods
+
+ def _doModelViewTransformations(self, object):
+ if(object.getType() != 'Mesh'):
+ return
+
+ matMV = object.matrix
+ mesh = object.data
+ mesh.transform(matMV, True)
+ mesh.update()
+
+
+ def _doBackFaceCulling(self, object):
+ if(object.getType() != 'Mesh'):
+ return
+
+ print "doing Backface Culling"
+ mesh = object.data
+
+ # Select all vertices, so edges without faces can be displayed
+ for v in mesh.verts:
+ v.sel = 1
+
+ Mesh.Mode(Mesh.SelectModes['FACE'])
+ # Loop on faces
+ for f in mesh.faces:
+ f.sel = 0
+ if self._isFaceVisible(f, object, self.camera):
+ f.sel = 1
+
+ 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
+
+ mesh.update()
+
+
+
+ #Mesh.Mode(Mesh.SelectModes['VERTEX'])
+
+ def _doColorAndLighting(self, object):
+ return
+
+ def _doEdgesStyle(self, object, style):
+ """Process Mesh Edges. (For now copy the edge data, in next version it
+ can be a place where recognize silouhettes and/or contours).
+
+ input: an edge list
+ return: a processed edge list
+ """
+ return
+
+ def _doProjection(self, object, projector):
+
+ if(object.getType() != 'Mesh'):
+ return
+
+ mesh = object.data
+ for v in mesh.verts:
+ p = projector.doProjection(v.co)
+ v[0] = p[0]
+ v[1] = p[1]
+ v[2] = p[2]
+ mesh.update()
+
+
+
+# ---------------------------------------------------------------------
+#
+## Main Program
+#
+# ---------------------------------------------------------------------
+
+
+# FIXME: really hackish code, just to test if the other parts work
- NewPoint = []
- # Rotate X
- NewY = (PY * cos(AngleX))-(PZ * sin(AngleX))
- NewZ = (PZ * cos(AngleX))+(PY * sin(AngleX))
- # Rotate Y
- PZ = NewZ
- PY = NewY
- NewZ = (PZ * cos(AngleY))-(PX * sin(AngleY))
- NewX = (PX * cos(AngleY))+(PZ * sin(AngleY))
- PX = NewX
- PZ = NewZ
- # Rotate Z
- NewX = (PX * cos(AngleZ))-(PY * sin(AngleZ))
- NewY = (PY * cos(AngleZ))+(PX * sin(AngleZ))
- NewPoint.append(NewX)
- NewPoint.append(NewY)
- NewPoint.append(NewZ)
- return NewPoint
-
-def flatern(vertx, verty, vertz):
-
- cam = Camera.get() # Get the cameras in scene
- Lens = cam[0].getLens() # The First Blender camera lens
-
- camTyp = cam[0].getType()
-
- msize = (context.imageSizeX(), context.imageSizeY())
- xres = msize[0] # X res for output
- yres = msize[1] # Y res for output
- ratio = xres/yres
-
- screenxy=[0,0]
- x=-vertx
- y=verty
- z=vertz
-
- fov = atan(ratio * 16.0 / Lens) # Get fov stuff
- dist = xres/2*tan(fov) # Calculate dist from pinhole camera to image plane
-#----------------------------
-# calculate x'=dist*x/z & y'=dist*x/z
-#----------------------------
- screenxy[0]=int(xres/2+4*x*dist/z)
- screenxy[1]=int(yres/2+4*y*dist/z)
- return screenxy
-
-def writesvg(ob):
-
- for i in range(0, ob[0]+1):
- print ob[i], "\n"
- print "WriteSVG\n"
-
-########
-# Main #
-########
-
-scena = Scene.GetCurrent()
-context = scena.getRenderingContext()
-
-#print dir(context)
-
-init()
-
-tacka = [0,0,0]
-lice = [3,tacka,tacka,tacka,tacka]
-
-msize = (context.imageSizeX(), context.imageSizeY())
-print msize
-
-file=open("proba.svg","w")
-
-file.write("")
-file.close()
-print file
-DrawProgressBar (1.0,"Finished.")
-print "Finished\n"
+def vectorize(filename):
+ """The vectorizing process is as follows:
+
+ - Open the writer
+ - Render the scene
+ - Close the writer
+
+ If you want to render an animation the second pass should be
+ repeated for any frame, and the frame number should be passed to the
+ renderer.
+ """
+ writer = SVGVectorWriter(filename)
+
+ writer.open()
+
+ renderer = Renderer()
+ renderer.doRendering(writer)
+
+ writer.close()
+
+
+# Here the main
+if __name__ == "__main__":
+ # with this trick we can run the script in batch mode
+ try:
+ Blender.Window.FileSelector (vectorize, 'Save SVG', "proba.svg")
+ Blender.Redraw()
+ except:
+ from Blender import Window
+ editmode = Window.EditMode()
+ if editmode: Window.EditMode(0)
+
+ vectorize("proba.svg")
+ if editmode: Window.EditMode(1)
+
+
+