X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/3761107280d20fdc779f71b8a60358c3639a074f..e393259b57de5b2e22bcdeb498839eee817a4432:/vrm.py?ds=sidebyside
diff --git a/vrm.py b/vrm.py
index bd61a58..aa73b10 100755
--- a/vrm.py
+++ b/vrm.py
@@ -2,8 +2,16 @@
"""
Name: 'VRM'
Blender: 241
-Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script 0.3'
+Group: 'Render'
+Tooltip: 'Vector Rendering Method script'
+"""
+
+__author__ = "Antonio Ospite"
+__url__ = ["http://vrm.projects.blender.org"]
+__version__ = "0.3"
+
+__bpydoc__ = """\
+ Render the scene and save the result in vector format.
"""
# ---------------------------------------------------------------------
@@ -25,212 +33,266 @@ Tooltip: 'Vector Rendering Method Export Script 0.3'
#
# ---------------------------------------------------------------------
#
-# 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 Nikola Radovanovic, the author of the original VRM script,
+# the code you read here has been rewritten _almost_ entirely
+# from scratch but Nikola gave me the idea, so I thank him publicly.
#
# ---------------------------------------------------------------------
+#
+# Things TODO for a next release:
+# - Switch to the Mesh structure, should be considerably faster
+# (partially done, but with Mesh we cannot sort faces, yet)
+# - Use a better depth sorting algorithm
+# - Review how selections are made (this script uses selection states of
+# primitives to represent visibility infos)
+# - Implement clipping of primitives and do handle object intersections.
+# (for now only clipping for whole objects is supported).
+# - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
+# - Implement Edge coloring
+# - Use multiple lighting sources in color calculation
+# - Implement Shading Styles? (for now we use Flat Shading).
+# - Use a data structure other than Mesh to represent the 2D image?
+# Think to a way to merge adjacent polygons that have the same color.
+# Or a way to use paths for silhouettes and contours.
+# - Add Vector Writers other that SVG.
+# - Consider SMIL for animation handling instead of ECMA Script?
#
-# Additional credits:
-# Thanks to Emilio Aguirre for S2flender from which I took inspirations :)
-# Thanks to Anthony C. D'Agostino for the backface.py script
+# ---------------------------------------------------------------------
+#
+# Changelog:
+#
+# vrm-0.3.py - 2006-05-19
+# * First release after code restucturing.
+# Now the script offers a useful set of functionalities
+# and it can render animations, too.
#
# ---------------------------------------------------------------------
import Blender
-from Blender import Scene, Object, NMesh, Lamp, Camera
+from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera
from Blender.Mathutils import *
from math import *
+# Some global settings
+
+PRINT_POLYGONS = True
+
+POLYGON_EXPANSION_TRICK = True # Hidden to the user for now
+
+PRINT_EDGES = False
+SHOW_HIDDEN_EDGES = False
+EDGE_STYLE = 'silhouette'
+EDGES_WIDTH = 0.5
+
+RENDER_ANIMATION = False
+
+OPTIMIZE_FOR_SPACE = True
+
+OUTPUT_FORMAT = 'SVG'
+
+
+
# ---------------------------------------------------------------------
#
-## Projections classes
+## Utility Mesh class
#
# ---------------------------------------------------------------------
+class MeshUtils:
-class Projection:
- def __init__(self):
- print "New projection"
-
-class PerspectiveProjection(Projection):
- def __init___(self):
- Projection.__init__(self)
- print "Perspective"
-
- def doProjection():
- print "do a perspective projection!!"
-
-def Perspective(fovy, aspect, near, far):
- 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))
- return 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])
-
-def flatten_new(v, cameraObj, canvasSize, obMesh):
-
- cam = cameraObj.getInverseMatrix()
- cam.transpose()
+ def getEdgeAdjacentFaces(edge, mesh):
+ """Get the faces adjacent to a given edge.
- # Changing the view mode
- cmra = cameraObj.getData()
-
- #if cmra.type:
- # print "Ortho"
- #m2 = Ortho(fovy,float(w*ax)/float(h*ay),cmra.clipStart, cmra.clipEnd,17) #cmra.scale)
- #else:
- # print "Perspective"
-
- #Create Frustum
- #frustum = _Frustum(cam,m2)
-
- m1 = Matrix()
- mP = Matrix()
+ There can be 0, 1 or more (usually 2) faces adjacent to an edge.
+ """
+ adjface_list = []
+
+ for f in mesh.faces:
+ if (edge.v1 in f.v) and (edge.v2 in f.v):
+ adjface_list.append(f)
+
+ return adjface_list
+
+ def isVisibleEdge(e, mesh):
+ """Normal edge selection rule.
+
+ An edge is visible if _any_ of its adjacent faces is selected.
+ Note: if the edge has no adjacent faces we want to show it as well,
+ useful for "edge only" portion of objects.
+ """
+
+ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+ if len(adjacent_faces) == 0:
+ return True
+
+ selected_faces = [f for f in adjacent_faces if f.sel]
+
+ if len(selected_faces) != 0:
+ return True
+ else:
+ return False
+
+ def isSilhouetteEdge(e, mesh):
+ """Silhuette selection rule.
+
+ An edge is a silhuette edge if it is shared by two faces with
+ different selection status or if it is a boundary edge of a selected
+ face.
+ """
+
+ adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+ if ((len(adjacent_faces) == 1 and adjacent_faces[0].sel == 1) or
+ (len(adjacent_faces) == 2 and
+ adjacent_faces[0].sel != adjacent_faces[1].sel)
+ ):
+ return True
+ else:
+ return False
- fovy = atan(0.5/(float(canvasSize[0])/float(canvasSize[1]))/(cmra.lens/32))
- fovy = fovy * 360/pi
+ getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
+ isVisibleEdge = staticmethod(isVisibleEdge)
+ isSilhouetteEdge = staticmethod(isSilhouetteEdge)
- m2 = Perspective(fovy,float(canvasSize[0])/float(canvasSize[1]),cmra.clipStart, cmra.clipEnd)
- m1 = obMesh.matrixWorld #mat
- m1.transpose()
- mP = cam * m1
- mP = m2 * mP
+
+# ---------------------------------------------------------------------
+#
+## Projections classes
+#
+# ---------------------------------------------------------------------
+
+class Projector:
+ """Calculate the projection of an object given the camera.
- #Transform the vertices to global coordinates
- p = mP*Vector([v.co[0],v.co[1],v.co[2],1.0])
- #tf.append(p)
- #p = m1*Vector([v.co[0],v.co[1],v.co[2],1.0])
- #t2.append([p[0],p[1],p[2]])
-
- mW = canvasSize[0]/2
- mH = canvasSize[1]/2
+ A projector is useful to so some per-object transformation to obtain the
+ projection of an object given the camera.
- if p[3]<=0:
- p[0] = int(p[0]*mW)+mW
- p[1] = int(p[1]*mH)+mH
- else:
- p[0] = int((p[0]/p[3])*mW)+mW
- p[1] = int((p[1]/p[3])*mH)+mH
+ 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.
+ TAKE CARE: This projector expects vertices in World Coordinates!
+ """
+
+ camera = cameraObj.getData()
+
+ 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
- # Mirror and translate along y
- p[1] *= -1
- p[1] += canvasSize[1]
-
- return p
+ # What projection do we want?
+ if camera.type:
+ #mP = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale)
+ mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
+ else:
+ mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+
+ # View transformation
+ cam = Matrix(cameraObj.getInverseMatrix())
+ cam.transpose()
+
+ mP = mP * cam
+ self.projectionMatrix = mP
+ ##
+ # Public methods
+ #
-# distance from camera Z'
-def Distance(PX,PY,PZ):
-
- dist = sqrt(PX*PX+PY*PY+PZ*PZ)
- return dist
+ def doProjection(self, v):
+ """Project the point on the view plane.
-def RotatePoint(PX,PY,PZ,AngleX,AngleY,AngleZ):
-
- 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 flatten(vertx, verty, vertz, cameraObj, canvasSize):
-
- camera = cameraObj.getData()
- Lens = camera.getLens() # The Camera lens
-
- xres = canvasSize[0] # X res for output
- yres = canvasSize[1] # Y res for output
- ratio = xres/yres
-
- fov = atan(ratio * 16.0 / Lens) # Get fov stuff
-
- dist = xres/2*tan(fov) # Calculate dist from pinhole camera to image plane
+ Given a vertex calculate the projection using the current projection
+ matrix.
+ """
+
+ # Note that we have to work on the vertex using homogeneous coordinates
+ p = self.projectionMatrix * Vector(v).resize4D()
- screenxy=[0,0,vertz]
- x=-vertx
- y=verty
- z=vertz
+ if p[3]>0:
+ p[0] = p[0]/p[3]
+ p[1] = p[1]/p[3]
- #----------------------------
- # calculate x'=dist*x/z & y'=dist*x/z
- #----------------------------
- screenxy[0]=int(xres/2.0+4*x*dist/z)
- screenxy[1]=int(yres/2.0+4*y*dist/z)
- return screenxy
+ # restore the size
+ p[3] = 1.0
+ p.resize3D()
-## Backface culling routine
-#
+ 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))
+
+ 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.
+ """
+
+ # The 11 in the formula was found emiprically
+ top = near * tan(fovy * pi / 360.0) * (scale * 11)
+ bottom = -top
+ left = bottom * aspect
+ right= top * aspect
+ rl = right-left
+ tb = top-bottom
+ fn = near-far
+ tx = -((right+left)/rl)
+ ty = -((top+bottom)/tb)
+ tz = ((far+near)/fn)
+
+ m = Matrix(
+ [2.0/rl, 0.0, 0.0, tx],
+ [0.0, 2.0/tb, 0.0, ty],
+ [0.0, 0.0, 2.0/fn, tz],
+ [0.0, 0.0, 0.0, 1.0])
+
+ return m
-def isFaceVisible(face, obj, cameraObj):
- """
- Determine if the face is visible from the current camera.
- """
- numvert = len(face)
- # backface culling
- a = []
- a.append(face[0][0])
- a.append(face[0][1])
- a.append(face[0][2])
- a = RotatePoint(a[0], a[1], a[2], obj.RotX, obj.RotY, obj.RotZ)
- a[0] += obj.LocX - cameraObj.LocX
- a[1] += obj.LocY - cameraObj.LocY
- a[2] += obj.LocZ - cameraObj.LocZ
- b = []
- b.append(face[1][0])
- b.append(face[1][1])
- b.append(face[1][2])
- b = RotatePoint(b[0], b[1], b[2], obj.RotX, obj.RotY, obj.RotZ)
- b[0] += obj.LocX - cameraObj.LocX
- b[1] += obj.LocY - cameraObj.LocY
- b[2] += obj.LocZ - cameraObj.LocZ
- c = []
- c.append(face[numvert-1][0])
- c.append(face[numvert-1][1])
- c.append(face[numvert-1][2])
- c = RotatePoint(c[0], c[1], c[2], obj.RotX, obj.RotY, obj.RotZ)
- c[0] += obj.LocX - cameraObj.LocX
- c[1] += obj.LocY - cameraObj.LocY
- c[2] += obj.LocZ - cameraObj.LocZ
-
- norm = [0,0,0]
- norm[0] = (b[1] - a[1])*(c[2] - a[2]) - (c[1] - a[1])*(b[2] - a[2])
- norm[1] = -((b[0] - a[0])*(c[2] - a[2]) - (c[0] - a[0])*(b[2] - a[2]))
- norm[2] = (b[0] - a[0])*(c[1] - a[1]) - (c[0] - a[0])*(b[1] - a[1])
-
- d = norm[0]*a[0] + norm[1]*a[1] + norm[2]*a[2]
- return (d<0)
# ---------------------------------------------------------------------
#
-## Mesh representation class
+## 2D Object representation class
#
# ---------------------------------------------------------------------
# TODO: a class to represent the needed properties of a 2D vector image
+# For now just using a [N]Mesh structure.
# ---------------------------------------------------------------------
@@ -250,103 +312,290 @@ class VectorWriter:
Every subclasses of VectorWriter must have at last the following public
methods:
- - printCanvas(mesh) --- where mesh is as specified before.
+ - open(self)
+ - close(self)
+ - printCanvas(self, scene,
+ doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False):
"""
- def __init__(self, fileName, canvasSize):
- """Open the file named #fileName# and set the canvas size."""
+ def __init__(self, fileName):
+ """Set the output file name and other properties"""
+
+ self.outputFileName = fileName
+ self.file = None
- self.file = open(fileName, "w")
- print "Outputting to: ", fileName
+ context = Scene.GetCurrent().getRenderingContext()
+ self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
+
+ self.startFrame = 1
+ self.endFrame = 1
+ self.animation = False
- self.canvasSize = canvasSize
-
+ ##
# Public Methods
#
- def printCanvas(mesh):
- return
-
-
- # Private Methods
- #
-
- def _printHeader():
+ 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 _printFooter():
+ def close(self):
+ self.file.close()
return
+ def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+ showHiddenEdges=False):
+ """This is the interface for the needed printing routine.
+ """
+ return
+
## SVG Writer
class SVGVectorWriter(VectorWriter):
"""A concrete class for writing SVG output.
-
- The class does not support animations, yet.
- Sorry.
"""
- def __init__(self, file, canvasSize):
- """Simply call the parent Contructor."""
- VectorWriter.__init__(self, file, canvasSize)
+ def __init__(self, fileName):
+ """Simply call the parent Contructor.
+ """
+ VectorWriter.__init__(self, fileName)
+ ##
# Public Methods
#
-
- def printCanvas(self, mesh):
- """Convert the mesh representation to SVG."""
+ def open(self, startFrame=1, endFrame=1):
+ """Do some initialization operations.
+ """
+ VectorWriter.open(self, startFrame, endFrame)
self._printHeader()
+
+ def close(self):
+ """Do some finalization operation.
+ """
+ self._printFooter()
+
+ # remember to call the close method of the parent
+ VectorWriter.close(self)
+
- for obj in mesh:
- for face in obj:
- self._printPolygon(face)
+ def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+ showHiddenEdges=False):
+ """Convert the scene representation to SVG.
+ """
+
+ Objects = scene.getChildren()
+
+ context = scene.getRenderingContext()
+ framenumber = context.currentFrame()
+
+ if self.animation:
+ framestyle = "display:none"
+ else:
+ framestyle = "display:block"
- self._printFooter()
+ # Assign an id to this group so we can set properties on it using DOM
+ self.file.write("\n" %
+ (framenumber, framestyle) )
+
+ for obj in Objects:
+
+ if(obj.getType() != 'Mesh'):
+ continue
+
+ self.file.write("\n" % obj.getName())
+
+ mesh = obj.getData(mesh=1)
+
+ if doPrintPolygons:
+ self._printPolygons(mesh)
+
+ if doPrintEdges:
+ self._printEdges(mesh, showHiddenEdges)
+
+ self.file.write("\n")
+
+ self.file.write("\n")
+
-
+ ##
# Private Methods
#
+ def _calcCanvasCoord(self, v):
+ """Convert vertex in scene coordinates to canvas coordinates.
+ """
+
+ pt = Vector([0, 0, 0])
+
+ mW = float(self.canvasSize[0])/2.0
+ mH = float(self.canvasSize[1])/2.0
+
+ # rescale to canvas size
+ pt[0] = v.co[0]*mW + mW
+ pt[1] = v.co[1]*mH + mH
+ pt[2] = v.co[2]
+
+ # For now we want (0,0) in the top-left corner of the canvas.
+ # Mirror and translate along y
+ pt[1] *= -1
+ pt[1] += self.canvasSize[1]
+
+ return pt
+
def _printHeader(self):
"""Print SVG header."""
self.file.write("\n")
- self.file.write("