X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/2e6dd3316b0c1a7cd155b055b03f226865dd020c..efa292dcd4cfb88bb0a1d45147c408e500a86d73:/vrm.py diff --git a/vrm.py b/vrm.py index f4cfcbd..86c8fba 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://projects.blender.org/projects/vrm"] -__version__ = "0.3.beta" +__url__ = ["http://vrm.ao2.it"] +__version__ = "0.3" __bpydoc__ = """\ Render the scene and save the result in vector format. """ # --------------------------------------------------------------------- -# Copyright (c) 2006 Antonio Ospite +# Copyright (c) 2006, 2007, 2008, 2009, 2012 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 @@ -62,35 +61,26 @@ __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 (using ming) -# * Fixed a bug in the animation code, now the projection matrix is -# recalculated at each frame! -# * PDF output (using reportlab) -# * Fixed another problem in the animation code the current frame was off -# by one -# * Use fps as specified in blender when VectorWriter handles animation -# * Remove the real file opening in the abstract VectorWriter -# -# --------------------------------------------------------------------- import Blender from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window from Blender.Mathutils import * from math import * -import sys, time +import sys +import 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 @@ -99,13 +89,13 @@ EPS = 10e-5 progress = None -# Some global settings +# Config class for global settings class config: polygons = dict() polygons['SHOW'] = True - polygons['SHADING'] = 'FLAT' # FLAT or TOON - polygons['HSR'] = 'NEWELL' # PAINTER or NEWELL + polygons['SHADING'] = 'FLAT' # FLAT or TOON + polygons['HSR'] = 'PAINTER' # PAINTER or NEWELL # Hidden to the user for now polygons['EXPANSION_TRICK'] = True @@ -114,20 +104,55 @@ class config: edges = dict() edges['SHOW'] = False edges['SHOW_HIDDEN'] = False - edges['STYLE'] = 'MESH' # MESH or SILHOUETTE + edges['STYLE'] = 'MESH' # MESH or SILHOUETTE edges['WIDTH'] = 2 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 + 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 conf_attr in config.__dict__: + 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. """ @@ -147,17 +172,20 @@ def dumpfaces(flist, filename): 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 ) + 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) + cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2]) + EPS) ) + def sign(x): if x < -EPS: @@ -179,6 +207,7 @@ def sign(x): EPS = 10e-5 INF = 10e5 + class HSR: """A utility class for HSR processing. """ @@ -189,18 +218,18 @@ class HSR: 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, - + 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. + 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 @@ -220,13 +249,13 @@ class HSR: elif n == 3: # three points must be complanar return False - else: # n == 4 + 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)) + v = (x3 - x1) * CrossVecs((x2 - x1), (x4 - x3)) if v != 0: return True @@ -252,25 +281,24 @@ class HSR: #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; + dx1 = x2 - x1 + dx2 = x4 - x3 + dy1 = y2 - y1 + dy2 = y4 - y3 - #dz1 = z2 - z1; - #dz2 = z4 - z3; + #dz1 = z2 - z1 + #dz2 = z4 - z3 - C = dy2 * dx1 - dx2 * dy1 # /* cross product */ - if C == 0: #/* parallel */ + C = dy2 * dx1 - dx2 * dy1 # cross product + if C == 0: # parallel return None - dx3 = x1 - x3 # /* combined origin offset vector */ + dx3 = x1 - x3 # combined origin offset vector dy3 = y1 - y3 - a1 = (dy3 * dx2 - dx3 * dy2) / C; - a2 = (dy3 * dx1 - dx3 * dy1) / C; + a1 = (dy3 * dx2 - dx3 * dy2) / C + a2 = (dy3 * dx1 - dx3 * dy1) / C # check for degeneracies #print_debug("\n") @@ -281,11 +309,11 @@ class HSR: # 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 + 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 = z1 + a1 * dz1 z = 0 return (NMesh.Vert(x, y, z), a1, a2) @@ -304,7 +332,7 @@ class HSR: for i in range(len(self.v)): s1 = (point_at_infinity, v) - s2 = (self.v[i-1], self.v[i]) + s2 = (self.v[i - 1], self.v[i]) if EQ(v.co, s2[0].co) or EQ(v.co, s2[1].co): coincidence = True @@ -313,7 +341,7 @@ class HSR: winding_number += 1 # Check even or odd - if winding_number % 2 == 0 : + if (winding_number % 2) == 0: return False else: if coincidence: @@ -322,11 +350,10 @@ 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]) ) - + (b[1] - a[1]) * (c[0] - a[0])) + det = staticmethod(det) def pointInPolygon(q, P): @@ -337,13 +364,13 @@ class HSR: det = HSR.det for i in range(len(P.v)): - p0 = P.v[i-1] + 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 : + 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): + 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 @@ -363,7 +390,6 @@ class HSR: 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): @@ -373,10 +399,10 @@ class HSR: # 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] + v0 = f1.v[i - 1] for j in range(len(f2.v)): - v2 = f2.v[j-1] + v2 = f2.v[j - 1] v3 = f2.v[j] e1 = v0, v1 @@ -410,7 +436,7 @@ class HSR: """ by_furthest_z = (lambda f1, f2: - cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS) + 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 @@ -474,7 +500,6 @@ class HSR: # #newfaces = splitOn(plane, f) - if newfaces == None: print "Big FAT problem, we weren't able to split POLYGONS!" raise AssertionError @@ -514,8 +539,8 @@ class HSR: """Check if point p is in segment v1v2. """ - l1 = (v1-p).length - l2 = (v2-p).length + l1 = (v1 - p).length + l2 = (v2 - p).length # Should we consider extreme points as internal ? # The test: @@ -523,10 +548,10 @@ class HSR: if l1 < EPS or l2 < EPS: return extremes_internal - l = (v1-v2).length + 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: + if abs(l - (l1 + l2)) < EPS: return True else: return False @@ -593,22 +618,21 @@ 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 """ # Check if P and Q are parallel - u = CrossVecs(Vector(Q.no),Vector(P.no)) + 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: + 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 @@ -624,15 +648,15 @@ class HSR: posVertList = [] negVertList = [] for i in range(nP): - d0 = d[i-1] - V0 = P.v[i-1] + 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 the vertex lies in the cutplane if abs(d1) < EPS: #print "d1 On cutplane" posVertList.append(V1) @@ -649,7 +673,7 @@ class HSR: negVertList.append(V1) else: # if they are on the same side of the plane - if d1*d0 > 0: + if (d1 * d0) > 0: #print "On the same half-space" if d1 > 0: #print "d1 on positive Halfspace" @@ -665,7 +689,7 @@ class HSR: 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) + inters = Intersect(tri[0], tri[1], tri[2], e[1] - e[0], e[0], 0) if inters == None: print "Split Break" break @@ -683,24 +707,30 @@ 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) @@ -714,16 +744,15 @@ class HSR: 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]] ) + 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: + if nf and len(nf) > 2: outfaces += HSR.makeFaces(nf) return outfaces - addNewFaces = staticmethod(addNewFaces) @@ -736,7 +765,7 @@ 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 @@ -746,29 +775,28 @@ class MeshUtils: ''' def sorted_edge_indicies(ed): - i1= ed.v1.index - i2= ed.v2.index - if i1>i2: - i1,i2= i2,i1 + 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]) + 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 + 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) + 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 - + face_edges[ed_index] = ed_faces + return face_edges def isMeshEdge(adjacent_faces): @@ -823,8 +851,8 @@ class ShadingUtils: def toonShadingMapSetup(): levels = config.polygons['TOON_LEVELS'] - texels = 2*levels - 1 - tmp_shademap = [0.0] + [(i)/float(texels-1) for i in xrange(1, texels-1) ] + [1.0] + texels = 2 * levels - 1 + tmp_shademap = [0.0] + [(i) / float(texels - 1) for i in xrange(1, texels - 1)] + [1.0] return tmp_shademap @@ -836,13 +864,13 @@ class ShadingUtils: shademap = ShadingUtils.toonShadingMapSetup() v = 1.0 - for i in xrange(0, len(shademap)-1): - pivot = (shademap[i]+shademap[i+1])/2.0 - j = int(u>pivot) + for i in xrange(0, len(shademap) - 1): + pivot = (shademap[i] + shademap[i + 1]) / 2.0 + j = int(u > pivot) - v = shademap[i+j] + v = shademap[i + j] - if v < shademap[i+1]: + if v < shademap[i + 1]: return v return v @@ -859,10 +887,10 @@ 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. """ @@ -876,25 +904,32 @@ class Projector: camera = cameraObj.getData() - aspect = float(canvasRatio[0])/float(canvasRatio[1]) + aspect = float(canvasRatio[0]) / float(canvasRatio[1]) near = camera.clipStart far = camera.clipEnd scale = float(camera.scale) - fovy = atan(0.5/aspect/(camera.lens/32)) - fovy = fovy * 360.0/pi - + 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 @@ -909,18 +944,18 @@ 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] - p[1] = p[1]/p[3] - p[2] = p[2]/p[3] + 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 @@ -928,26 +963,25 @@ 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 - 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)) - + 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], @@ -956,28 +990,28 @@ class Projector: return m - def _calcOrthoMatrix(self, fovy, aspect , near, far, scale): + 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 - tx = -((right+left)/rl) - ty = -((top+bottom)/tb) - tz = ((far+near)/fn) + 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]) - + [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 @@ -989,7 +1023,7 @@ class Projector: class Progress: """A model for a progress indicator. - + Do the progress calculation calculation and the view independent stuff of a progress indicator. """ @@ -1029,7 +1063,7 @@ class Progress: return False self.completed += 1 - self.progress = ( float(self.completed) / float(self.steps) ) * 100 + self.progress = (float(self.completed) / float(self.steps)) * 100 self.progress = int(self.progress) return True @@ -1101,17 +1135,17 @@ 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_progress = int((progress / 100.0) * bar_length) bar = ("=" * bar_progress).ljust(bar_length) - self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars) + 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") + sys.stderr.write(progress_bar + "\r") if progress == 100: sys.stderr.write("\n") @@ -1132,21 +1166,19 @@ class GraphicalProgressIndicator(ProgressIndicator): def show(self, progress, name): ProgressIndicator.show(self, progress) - self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars) + 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) + 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 @@ -1179,14 +1211,20 @@ 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 - + context = Scene.GetCurrent().getRenderingContext() - self.canvasSize = ( context.imageSizeX(), context.imageSizeY() ) + self.canvasSize = (context.imageSizeX(), context.imageSizeY()) self.fps = context.fps @@ -1194,11 +1232,10 @@ class VectorWriter: self.endFrame = 1 self.animation = False - ## # Public Methods # - + def open(self, startFrame=1, endFrame=1): if startFrame != endFrame: self.startFrame = startFrame @@ -1217,7 +1254,7 @@ class VectorWriter: """This is the interface for the needed printing routine. """ return - + ## SVG Writer @@ -1232,7 +1269,6 @@ class SVGVectorWriter(VectorWriter): self.file = None - ## # Public Methods # @@ -1257,13 +1293,12 @@ class SVGVectorWriter(VectorWriter): # 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() @@ -1272,15 +1307,14 @@ 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) ) - + (framenumber, framestyle)) for obj in Objects: - if(obj.getType() != 'Mesh'): + if obj.getType() != 'Mesh': continue self.file.write("\n" % obj.getName()) @@ -1292,35 +1326,34 @@ 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 + + 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[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): @@ -1335,7 +1368,7 @@ class SVGVectorWriter(VectorWriter): self.canvasSize) if self.animation: - delay = 1000/self.fps + 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): + def _printPolygons(self, mesh): """Print the selected (visible) polygons. """ @@ -1389,7 +1422,7 @@ class SVGVectorWriter(VectorWriter): for face in mesh.faces: if not face.sel: - continue + continue self.file.write("\n") for e in mesh.edges: - + hidden_stroke_style = "" - + if e.sel == 0: if showHiddenEdges == False: continue @@ -1462,11 +1495,11 @@ class SVGVectorWriter(VectorWriter): p1 = self._calcCanvasCoord(e.v1) p2 = self._calcCanvasCoord(e.v2) - + self.file.write("\n") @@ -1482,6 +1515,7 @@ try: except: SWFSupported = False + class SWFVectorWriter(VectorWriter): """A concrete class for writing SWF output. """ @@ -1494,7 +1528,6 @@ class SWFVectorWriter(VectorWriter): self.movie = None self.sprite = None - ## # Public Methods # @@ -1525,7 +1558,7 @@ class SWFVectorWriter(VectorWriter): context = scene.getRenderingContext() framenumber = context.currentFrame() - Objects = scene.getChildren() + Objects = scene.objects if self.sprite: self.movie.remove(self.sprite) @@ -1544,7 +1577,7 @@ class SWFVectorWriter(VectorWriter): if doPrintEdges: self._printEdges(mesh, sprite, showHiddenEdges) - + sprite.nextFrame() i = self.movie.add(sprite) # Remove the instance the next time @@ -1552,33 +1585,32 @@ class SWFVectorWriter(VectorWriter): if self.animation: self.movie.nextFrame() - - ## + ## # Private Methods # - + def _calcCanvasCoord(self, v): """Convert vertex in scene coordinates to canvas coordinates. """ pt = Vector([0, 0, 0]) - - mW = float(self.canvasSize[0])/2.0 - mH = float(self.canvasSize[1])/2.0 + + 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[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): + + def _printPolygons(self, mesh, sprite): """Print the selected (visible) polygons. """ @@ -1587,7 +1619,7 @@ class SWFVectorWriter(VectorWriter): for face in mesh.faces: if not face.sel: - continue + continue if face.col: fcol = face.col[0] @@ -1606,14 +1638,13 @@ class SWFVectorWriter(VectorWriter): for v in face.verts[1:]: p = self._calcCanvasCoord(v) s.drawLineTo(p[0], p[1]) - + # Closing the shape s.drawLineTo(p0[0], p0[1]) s.end() sprite.add(s) - def _printEdges(self, mesh, sprite, showHiddenEdges=False): """Print the wireframe using mesh edges. """ @@ -1628,29 +1659,25 @@ class SWFVectorWriter(VectorWriter): # Next, we set the line width and color for our shape. s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2], 255) - + if e.sel == 0: if showHiddenEdges == False: continue else: # SWF does not support dashed lines natively, so -for now- # draw hidden lines thinner and half-trasparent - s.setLine(stroke_width/2, stroke_col[0], stroke_col[1], + s.setLine(stroke_width / 2, stroke_col[0], stroke_col[1], stroke_col[2], 128) p1 = self._calcCanvasCoord(e.v1) p2 = self._calcCanvasCoord(e.v2) - # FIXME: this is just a qorkaround, remove that after the - # implementation of propoer Viewport clipping - if abs(p1[0]) < 3000 and abs(p2[0]) < 3000 and abs(p1[1]) < 3000 and abs(p1[2]) < 3000: - s.movePenTo(p1[0], p1[1]) - s.drawLineTo(p2[0], p2[1]) - + s.movePenTo(p1[0], p1[1]) + s.drawLineTo(p2[0], p2[1]) s.end() sprite.add(s) - + ## PDF Writer @@ -1660,6 +1687,7 @@ try: except: PDFSupported = False + class PDFVectorWriter(VectorWriter): """A concrete class for writing PDF output. """ @@ -1671,7 +1699,6 @@ class PDFVectorWriter(VectorWriter): self.canvas = None - ## # Public Methods # @@ -1698,7 +1725,7 @@ class PDFVectorWriter(VectorWriter): context = scene.getRenderingContext() framenumber = context.currentFrame() - Objects = scene.getChildren() + Objects = scene.objects for obj in Objects: @@ -1712,35 +1739,35 @@ class PDFVectorWriter(VectorWriter): if doPrintEdges: self._printEdges(mesh, showHiddenEdges) - + 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 + + 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[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): + + def _printPolygons(self, mesh): """Print the selected (visible) polygons. """ @@ -1749,12 +1776,12 @@ class PDFVectorWriter(VectorWriter): for face in mesh.faces: if not face.sel: - continue + continue if face.col: fcol = face.col[0] - color = [fcol.r/255.0, fcol.g/255.0, fcol.b/255.0, - fcol.a/255.0] + color = [fcol.r / 255.0, fcol.g / 255.0, fcol.b / 255.0, + fcol.a / 255.0] else: color = [1, 1, 1, 1] @@ -1771,7 +1798,7 @@ class PDFVectorWriter(VectorWriter): for v in face.verts[1:]: p = self._calcCanvasCoord(v) path.lineTo(p[0], p[1]) - + # Closing the shape path.close() @@ -1783,12 +1810,12 @@ class PDFVectorWriter(VectorWriter): 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) + self.canvas.setStrokeColorRGB(stroke_col[0] / 255.0, stroke_col[1] / 255.0, + stroke_col[2] / 255) for e in mesh.edges: @@ -1800,17 +1827,12 @@ class PDFVectorWriter(VectorWriter): else: # PDF does not support dashed lines natively, so -for now- # draw hidden lines thinner - self.canvas.setLineWidth(stroke_width/2.0) + self.canvas.setLineWidth(stroke_width / 2.0) 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]) # --------------------------------------------------------------------- # @@ -1839,7 +1861,7 @@ if PDFSupported: class Renderer: """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. @@ -1855,31 +1877,19 @@ class Renderer: # 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() - aspect_ratio = float(context.imageSizeX())/float(context.imageSizeY()) - self.canvasRatio = (float(context.aspectRatioX())*aspect_ratio, + aspect_ratio = float(context.imageSizeX()) / float(context.imageSizeY()) + self.canvasRatio = (float(context.aspectRatioX()) * aspect_ratio, float(context.aspectRatioY()) ) - # Render from the currently active camera - #self.cameraObj = self._SCENE.getCurrentCamera() - - # Get the list of lighting sources - obj_lst = self._SCENE.getChildren() - 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) + # Render from the currently active camera + #self.cameraObj = self._SCENE.objects.camera + self.lights = [] ## # Public Methods @@ -1887,13 +1897,13 @@ 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() origCurrentFrame = context.currentFrame() @@ -1906,16 +1916,16 @@ class Renderer: startFrame = context.startFrame() endFrame = context.endFrame() outputWriter.open(startFrame, endFrame) - + # Do the rendering process frame by frame - print "Start Rendering of %d frames" % (endFrame-startFrame+1) - for f in xrange(startFrame, endFrame+1): + 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.getCurrentCamera() + 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) @@ -1924,7 +1934,6 @@ class Renderer: 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 @@ -1933,40 +1942,43 @@ class Renderer: 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['SHOW'], - doPrintEdges = config.edges['SHOW'], - showHiddenEdges = config.edges['SHOW_HIDDEN']) - + doPrintPolygons=config.polygons['SHOW'], + doPrintEdges=config.edges['SHOW'], + showHiddenEdges=config.edges['SHOW_HIDDEN']) + # delete the rendered scene self._SCENE.makeCurrent() - Scene.unlink(renderedScene) + Scene.Unlink(renderedScene) del renderedScene outputWriter.close() print "Done!" 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._filterHiddenObjects(workScene) + + self._buildLightSetup(workScene) + self._doSceneClipping(workScene) self._doConvertGeometricObjsToMesh(workScene) @@ -1975,12 +1987,13 @@ class Renderer: self._joinMeshObjectsInScene(workScene) self._doSceneDepthSorting(workScene) - + # Per object activities - Objects = workScene.getChildren() + Objects = workScene.objects + print "Total Objects: %d" % len(Objects) - for i,obj in enumerate(Objects): + for i, obj in enumerate(Objects): print "\n\n-------" print "Rendering Object: %d" % i @@ -1996,12 +2009,11 @@ class Renderer: self._doBackFaceCulling(mesh) - # When doing HSR with NEWELL we may want to flip all normals # toward the viewer if config.polygons['HSR'] == "NEWELL": for f in mesh.faces: - f.sel = 1-f.sel + f.sel = 1 - f.sel mesh.flipNormals() for f in mesh.faces: f.sel = 1 @@ -2023,7 +2035,6 @@ class Renderer: return workScene - ## # Private Methods # @@ -2040,12 +2051,11 @@ class Renderer: """ return Vector(self.cameraObj.matrix[2]).resize3D() - # Faces methods 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). @@ -2076,49 +2086,101 @@ class Renderer: # the difference between the camera position and one point of # the face, we choose the farthest point from the camera. if self.cameraObj.data.getType() == 0: - vv = max( [ ((camPos - Vector(v.co)).length, (camPos - Vector(v.co))) for v in face] ) + 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: return False - # 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 - far = self.cameraObj.data.clipEnd + far = self.cameraObj.data.clipEnd - aspect = float(self.canvasRatio[0])/float(self.canvasRatio[1]) - fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32)) - fovy = fovy * 360.0/pi + aspect = float(self.canvasRatio[0]) / float(self.canvasRatio[1]) + fovy = atan(0.5 / aspect / (self.cameraObj.data.lens / 32)) + fovy = fovy * 360.0 / pi + + Objects = scene.objects - Objects = scene.getChildren() for o in Objects: - if o.getType() != 'Mesh': continue; + 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. @@ -2126,28 +2188,31 @@ class Renderer: geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] #geometricObjTypes = ['Mesh', 'Surf', 'Curve'] - Objects = scene.getChildren() - objList = [ o for o in Objects if o.getType() in geometricObjTypes ] + 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 # 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; + + 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. @@ -2156,29 +2221,36 @@ 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: @@ -2188,32 +2260,31 @@ 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): """Convert geometry based object to a mesh object. """ - me = Mesh.New('RawMesh_'+object.name) + me = Mesh.New('RawMesh_' + object.name) me.getFromObject(object.name) - newObject = Object.New('Mesh', 'RawMesh_'+object.name) + newObject = Object.New('Mesh', 'RawMesh_' + object.name) newObject.link(me) # If the object has no materials set a default material @@ -2240,16 +2311,16 @@ 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: @@ -2295,7 +2366,7 @@ class Renderer: 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] + tmp_col = [int(c * 255.0) for c in I] for c in f.col: c.r = tmp_col[0] @@ -2305,7 +2376,6 @@ class Renderer: continue - # do vertex color calculation TotDiffSpec = Vector([0.0, 0.0, 0.0]) @@ -2314,7 +2384,7 @@ 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() @@ -2322,12 +2392,12 @@ class Renderer: N = Vector(f.no).normalize() if config.polygons['SHADING'] == 'TOON': - NL = ShadingUtils.toonShading(N*L) + NL = ShadingUtils.toonShading(N * L) else: - NL = (N*L) + NL = (N * L) # Should we use NL instead of (N*L) here? - R = 2 * (N*L) * N - L + R = 2 * (N * L) * N - L Ip = light.getEnergy() @@ -2338,36 +2408,33 @@ class Renderer: 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) - - TotDiffSpec += (Idiff+Ispec) + Ispec = Ip * ks * pow(max(0, (V * R)), ns) + TotDiffSpec += (Idiff + Ispec) # Ambient component Iamb = Vector(Blender.World.Get()[0].getAmb()) ka = mat.getAmb() # Emissive component (convert to a triplet) - ki = Vector([mat.getEmit()]*3) + ki = Vector([mat.getEmit()] * 3) #I = ki + Iamb + (Idiff + Ispec) I = ki + (ka * Iamb) + TotDiffSpec - # Set Alpha component I = list(I) I.append(mat.getAlpha()) # Clamp I values between 0 and 1 - I = [ min(c, 1) for c in I] - I = [ max(0, c) for c in I] + 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] + tmp_col = [int(c * 255.0) for c in I] for c in f.col: c.r = tmp_col[0] @@ -2402,6 +2469,70 @@ 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. @@ -2414,10 +2545,10 @@ class Renderer: # The sorting requires circa n*log(n) steps n = len(mesh.faces) - progress.setActivity("HSR: Painter", n*log(n)) + 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) + 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! @@ -2429,7 +2560,6 @@ class Renderer: nmesh.update() - def __newellDepthSort(self, mesh): """Newell's depth sorting. @@ -2444,7 +2574,6 @@ class Renderer: # print "NON QUAD??" # f.sel = 1 - # Now reselect all faces for f in mesh.faces: f.sel = 1 @@ -2466,13 +2595,11 @@ class Renderer: 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)) @@ -2496,7 +2623,7 @@ 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. @@ -2514,30 +2641,27 @@ 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] #notXOverlap = (max(xP) <= min(xQ)) or (max(xQ) <= min(xP)) - notXOverlap = (min(xQ) >= max(xP)-EPS) or (min(xP) >= max(xQ)-EPS) + 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) + #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 @@ -2552,7 +2676,6 @@ class Renderer: debug("P BEHIND Q!\n") continue - # Test 4: Q vertices in front of the plane of P n = 0 for Qi in Q: @@ -2566,12 +2689,11 @@ class Renderer: 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)): + if not (HSR.projectionsOverlap(P, Q) or HSR.projectionsOverlap(Q, P)): debug("\nTest 5\n") debug("Projections do not overlap!\n") continue @@ -2587,11 +2709,10 @@ class Renderer: facelist = HSR.facesplit(P, Q, facelist, nmesh) split_done = 1 - break + 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: @@ -2604,7 +2725,6 @@ class Renderer: 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: @@ -2617,7 +2737,6 @@ 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: @@ -2627,27 +2746,26 @@ 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) - dumpfaces(maplist, "dump"+str(len(maplist)).zfill(4)+".svg") + 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] @@ -2655,7 +2773,6 @@ class Renderer: # break # end of while len(facelist) - nmesh.faces = maplist #for f in nmesh.faces: @@ -2663,7 +2780,6 @@ class Renderer: nmesh.update() - def _doHiddenSurfaceRemoval(self, mesh): """Do HSR for the given mesh. """ @@ -2678,7 +2794,6 @@ class Renderer: 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. @@ -2697,7 +2812,7 @@ class Renderer: edge_cache = MeshUtils.buildEdgeFaceUsersCache(mesh) - for i,edge_faces in enumerate(edge_cache): + for i, edge_faces in enumerate(edge_cache): mesh.edges[i].sel = 0 if edgestyleSelect(edge_faces): mesh.edges[i].sel = 1 @@ -2718,17 +2833,17 @@ class Renderer: # # --------------------------------------------------------------------- - 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 + default_value = outputWriters.keys().index(output_format) + 1 GUI.outFormatMenu = Draw.Create(default_value) GUI.evtOutFormatMenu = 0 @@ -2743,9 +2858,9 @@ 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 + default_value = shadingStyles.keys().index(shading_style) + 1 GUI.shadingStyleMenu = Draw.Create(default_value) GUI.evtShadingStyleMenu = 21 @@ -2760,9 +2875,9 @@ 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 = edgeStyles.keys().index(edge_style)+1 + default_value = edgeStyles.keys().index(edge_style) + 1 GUI.edgeStyleMenu = Draw.Create(default_value) GUI.evtEdgeStyleMenu = 6 @@ -2772,7 +2887,7 @@ class GUI: # Edge Color Picker c = config.edges['COLOR'] - GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0) + GUI.edgeColorPicker = Draw.Create(c[0] / 255.0, c[1] / 255.0, c[2] / 255.0) GUI.evtEdgeColorPicker = 71 # Render Button @@ -2781,6 +2896,9 @@ class GUI: # Exit Button GUI.evtExitButton = 9 + # Save default button + GUI.evtSaveDefaultButton = 99 + def draw(): # initialize static members @@ -2788,9 +2906,12 @@ 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) 2012" % __author__) + glRasterPos2i(10, 335) Draw.Text("Press Q or ESC to quit.") @@ -2799,24 +2920,27 @@ class GUI: Draw.Text("Select the output Format:") outMenuStruct = "Output Format %t" for t in outputWriters.keys(): - outMenuStruct = outMenuStruct + "|%s" % t + outMenuStruct = outMenuStruct + "|%s" % t GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu, - 10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format") + 10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format") # Animation toggle GUI.animToggle = Draw.Toggle("Animation", GUI.evtAnimToggle, - 10, 260, 160, 18, GUI.animToggle.val, - "Toggle rendering of animations") + 10, 260, 160, 18, GUI.animToggle.val, + "Toggle rendering of animations") # Join Objects toggle GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle, - 10, 235, 160, 18, GUI.joinObjsToggle.val, - "Join objects in the rendered file") + 10, 235, 160, 18, GUI.joinObjsToggle.val, + "Join objects in the rendered file") # Render Button - Draw.Button("Render", GUI.evtRenderButton, 10, 210-25, 75, 25+18, - "Start Rendering") - Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!") + Draw.Button("Render", GUI.evtRenderButton, 10, 210 - 25, 75, 25 + 18, + "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) @@ -2824,8 +2948,8 @@ class GUI: # Render Polygons GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle, - 200, 285, 160, 18, GUI.polygonsToggle.val, - "Render filled polygons") + 200, 285, 160, 18, GUI.polygonsToggle.val, + "Render filled polygons") if GUI.polygonsToggle.val == 1: @@ -2834,42 +2958,38 @@ class GUI: 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") - + 200, 260, 160, 18, GUI.shadingStyleMenu.val, + "Choose the shading style") # Render Edges GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle, - 200, 235, 160, 18, GUI.showEdgesToggle.val, - "Render polygon edges") + 200, 235, 160, 18, GUI.showEdgesToggle.val, + "Render polygon edges") if GUI.showEdgesToggle.val == 1: - + # Edge Style edgeStyleMenuStruct = "Edge Style %t" for t in edgeStyles.keys(): edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower() GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu, - 200, 210, 160, 18, GUI.edgeStyleMenu.val, - "Choose the edge style") + 200, 210, 160, 18, GUI.edgeStyleMenu.val, + "Choose the edge style") # Edge size GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider, - 200, 185, 140, 18, GUI.edgeWidthSlider.val, - 0.0, 10.0, 0, "Change Edge Width") + 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") + 342, 185, 18, 18, GUI.edgeColorPicker.val, "Choose Edge Color") # Show Hidden Edges GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges", - GUI.evtShowHiddenEdgesToggle, - 200, 160, 160, 18, GUI.showHiddenEdgesToggle.val, - "Render hidden edges as dashed lines") - - glRasterPos2i(10, 160) - Draw.Text("%s (c) 2006" % __author__) + GUI.evtShowHiddenEdgesToggle, + 200, 160, 160, 18, GUI.showHiddenEdgesToggle.val, + "Render hidden edges as dashed lines") def event(evt, val): @@ -2887,7 +3007,7 @@ class GUI: elif evt == GUI.evtOutFormatMenu: i = GUI.outFormatMenu.val - 1 - config.output['FORMAT']= outputWriters.keys()[i] + config.output['FORMAT'] = outputWriters.keys()[i] # Set the new output file global outputfile outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower() @@ -2919,7 +3039,7 @@ class GUI: config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val) elif evt == GUI.evtEdgeColorPicker: - config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val] + config.edges['COLOR'] = [int(c * 255.0) for c in GUI.edgeColorPicker.val] elif evt == GUI.evtRenderButton: label = "Save %s" % config.output['FORMAT'] @@ -2927,6 +3047,9 @@ class GUI: global outputfile Blender.Window.FileSelector(vectorize, label, outputfile) + elif evt == GUI.evtSaveDefaultButton: + config.saveToRegistry() + else: print "Event: %d not handled!" % evt @@ -2947,10 +3070,11 @@ class GUI: button_event = staticmethod(button_event) conf_debug = staticmethod(conf_debug) + # A wrapper function for the vectorizing process def vectorize(filename): """The vectorizing process is as follows: - + - Instanciate the writer and the renderer - Render! """ @@ -2961,16 +3085,17 @@ def vectorize(filename): from Blender import Window editmode = Window.EditMode() - if editmode: Window.EditMode(0) + if editmode: + Window.EditMode(0) 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 @@ -2978,6 +3103,13 @@ 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 != "":