X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/2e6dd3316b0c1a7cd155b055b03f226865dd020c..aa602f68ddbdd0dd7dacedb0efaf6430361789aa:/vrm.py diff --git a/vrm.py b/vrm.py index f4cfcbd..67bcf3a 100755 --- a/vrm.py +++ b/vrm.py @@ -44,8 +44,6 @@ __bpydoc__ = """\ # Things TODO for a next release: # - 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? @@ -80,9 +78,11 @@ __bpydoc__ = """\ # recalculated at each frame! # * PDF output (using reportlab) # * Fixed another problem in the animation code the current frame was off -# by one +# by one in the case of camera movement. # * Use fps as specified in blender when VectorWriter handles animation # * Remove the real file opening in the abstract VectorWriter +# * View frustum clipping +# * Scene clipping done using bounding box instead of object center # # --------------------------------------------------------------------- @@ -119,9 +119,8 @@ class config: edges['COLOR'] = [0, 0, 0] output = dict() - output['FORMAT'] = 'PDF' - #output['ANIMATION'] = False - output['ANIMATION'] = True + output['FORMAT'] = 'SVG' + output['ANIMATION'] = False output['JOIN_OBJECTS'] = True @@ -593,7 +592,7 @@ 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 """ @@ -691,16 +690,20 @@ class HSR: # 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) @@ -1641,12 +1644,8 @@ class SWFVectorWriter(VectorWriter): p1 = self._calcCanvasCoord(e.v1) p2 = self._calcCanvasCoord(e.v2) - # FIXME: this is just a qorkaround, remove that after the - # implementation of propoer Viewport clipping - if abs(p1[0]) < 3000 and abs(p2[0]) < 3000 and abs(p1[1]) < 3000 and abs(p1[2]) < 3000: - s.movePenTo(p1[0], p1[1]) - s.drawLineTo(p2[0], p2[1]) - + s.movePenTo(p1[0], p1[1]) + s.drawLineTo(p2[0], p2[1]) s.end() sprite.add(s) @@ -1805,10 +1804,7 @@ class PDFVectorWriter(VectorWriter): p1 = self._calcCanvasCoord(e.v1) p2 = self._calcCanvasCoord(e.v2) - # FIXME: this is just a workaround, remove that after the - # implementation of propoer Viewport clipping - if abs(p1[0]) < 3000 and abs(p2[0]) < 3000 and abs(p1[1]) < 3000 and abs(p1[2]) < 3000: - self.canvas.line(p1[0], p1[1], p2[0], p2[1]) + self.canvas.line(p1[0], p1[1], p2[0], p2[1]) @@ -2097,7 +2093,7 @@ class Renderer: 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 @@ -2111,7 +2107,8 @@ class Renderer: 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) @@ -2119,6 +2116,30 @@ class Renderer: # if the object is outside the view frustum, clip it away if (d < near) or (d > far) or (theta > fovy): scene.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.unlink(o) + + def _doConvertGeometricObjsToMesh(self, scene): """Convert all "geometric" objects to mesh ones. @@ -2156,18 +2177,25 @@ 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 + # 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 = scene.getChildren() - Objects.sort(by_center_pos) + #Objects.sort(by_obj_center_pos) + Objects.sort(by_nearest_bbox_point) # update the scene for o in Objects: @@ -2402,6 +2430,71 @@ 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) + + 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.