X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/6714d352f69b3e26a21f88da4e15b8764f1d950c..6522c892513097a6f9da53d64b5c38cf8d417c31:/vrm.py diff --git a/vrm.py b/vrm.py index 82922f8..5e2c128 100755 --- a/vrm.py +++ b/vrm.py @@ -85,13 +85,16 @@ from Blender.Mathutils import * from math import * import sys, time +# Constants +EPS = 10e-5 + # Some global settings class config: polygons = dict() polygons['SHOW'] = True - polygons['SHADING'] = 'FLAT' + polygons['SHADING'] = 'TOON' #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL' polygons['HSR'] = 'NEWELL' # Hidden to the user for now @@ -102,7 +105,7 @@ class config: edges = dict() edges['SHOW'] = False edges['SHOW_HIDDEN'] = False - edges['STYLE'] = 'MESH' + edges['STYLE'] = 'MESH' # or SILHOUETTE edges['WIDTH'] = 2 edges['COLOR'] = [0, 0, 0] @@ -114,18 +117,14 @@ class config: # Utility functions -print_debug = True -def debug(msg): - if print_debug: - sys.stderr.write(msg) - def sign(x): - if x == 0: - return 0 - elif x < 0: + + if x < 0: return -1 - else: + elif x > 0: return 1 + #else: + # return 0 # --------------------------------------------------------------------- @@ -809,6 +808,7 @@ class SVGVectorWriter(VectorWriter): if color[3] != 255: opacity = float(color[3])/255.0 opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity) + #opacity_string = "opacity: %g;" % (opacity) self.file.write("\tstyle=\"fill:" + str_col + ";") self.file.write(opacity_string) @@ -818,8 +818,9 @@ class SVGVectorWriter(VectorWriter): # see http://www.antigrain.com/svg/index.html for more info stroke_width = 1.0 - if config.polygons['EXPANSION_TRICK']: - str_col = "#000000" # For debug + # EXPANSION TRICK is not that useful where there is transparency + if config.polygons['EXPANSION_TRICK'] and color[3] == 255: + # str_col = "#000000" # For debug self.file.write(" stroke:%s;\n" % str_col) self.file.write(" stroke-width:" + str(stroke_width) + ";\n") self.file.write(" stroke-linecap:round;stroke-linejoin:round") @@ -1030,19 +1031,26 @@ class Renderer: mesh = obj.getData(mesh=1) + # Triangolarize the mesh?? + for f in mesh.faces: f.sel = 1 + mesh.quadToTriangle() + self._doModelingTransformation(mesh, obj.matrix) self._doBackFaceCulling(mesh) - if True: + + # 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 mesh.flipNormals() for f in mesh.faces: f.sel = 1 - self._doLighting(mesh) + # Do "projection" now so we perform further processing # in Normalized View Coordinates self._doProjection(mesh, self.proj) @@ -1159,8 +1167,8 @@ class Renderer: def _doConvertGeometricObjsToMesh(self, scene): """Convert all "geometric" objects to mesh ones. """ - #geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] - geometricObjTypes = ['Mesh', 'Surf', 'Curve'] + geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] + #geometricObjTypes = ['Mesh', 'Surf', 'Curve'] Objects = scene.getChildren() objList = [ o for o in Objects if o.getType() in geometricObjTypes ] @@ -1349,7 +1357,7 @@ class Renderer: for l in self.lights: light_obj = l light_pos = self._getObjPosition(l) - light = light_obj.data + light = light_obj.getData() L = Vector(light_pos).normalize() @@ -1450,10 +1458,9 @@ class Renderer: # The sorting requires circa n*log(n) steps n = len(mesh.faces) 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])) + 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! @@ -1465,71 +1472,24 @@ class Renderer: nmesh.update() - def __topologicalDepthSort(self, mesh): - """Occlusion based on topological occlusion. - - Build the occlusion graph of the mesh, - and then do topological sort on that graph - """ - return - def __newellDepthSort(self, mesh): """Newell's depth sorting. """ - by_furthest_z = (lambda f1, f2: - cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])) - ) - - mesh.quadToTriangle(0) - from split import Distance, isOnSegment + from hsrtk import * - def projectionsOverlap(P, Q): + # Find non planar quads and convert them to triangle + #for f in mesh.faces: + # f.sel = 0 + # if is_nonplanar_quad(f.v): + # print "NON QUAD??" + # f.sel = 1 - for i in range(0, len(P.v)): - v1 = Vector(P.v[i-1]) - v1[2] = 0 - v2 = Vector(P.v[i]) - v2[2] = 0 - - EPS = 10e-7 - - for j in range(0, len(Q.v)): - v3 = Vector(Q.v[j-1]) - v3[2] = 0 - v4 = Vector(Q.v[j]) - v4[2] = 0 - - ret = LineIntersect(v1, v2, v3, v4) - # if line v1-v2 and v3-v4 intersect both return - # values are the same. - if ret and ret[0] == ret[1] and isOnSegment(v1, v2, - ret[0], True) and isOnSegment(v3, v4, ret[1], True): - - - l1 = (ret[0] - v1).length - l2 = (ret[0] - v2).length - - l3 = (ret[1] - v3).length - l4 = (ret[1] - v4).length - - if (l1 < EPS or l2 < EPS) and (l3 < EPS or l4 < EPS): - continue - - debug("Projections OVERLAP!!\n") - debug("line1:"+ - " M "+ str(v1[0])+','+str(v1[1]) + ' L ' + str(v2[0])+','+str(v2[1]) + '\n' + - " M "+ str(v3[0])+','+str(v3[1]) + ' L ' + str(v4[0])+','+str(v4[1]) + '\n' + - "\n") - debug("return: "+ str(ret)+"\n") - return True - - return False - - - from facesplit import facesplit + # Now reselect all faces + for f in mesh.faces: + f.sel = 1 # FIXME: using NMesh to sort faces. We should avoid that! nmesh = NMesh.GetRaw(mesh.name) @@ -1548,45 +1508,26 @@ class Renderer: facelist = nmesh.faces[:] maplist = [] - EPS = 10e-8 - #EPS = 0 - global progress # The steps are _at_least_ equal to len(facelist), we do not count the - # feces coming out from plitting!! + # feces coming out from splitting!! + global progress progress.setActivity("HSR: Newell", len(facelist)) - progress.setQuiet(True) + #progress.setQuiet(True) - steps = -1 - split_done = 0 - marked_face = 0 - while len(facelist): - print "\n----------------------" + debug("\n----------------------\n") + debug("len(facelits): %d\n" % len(facelist)) P = facelist[0] - - #steps += 1 - #if steps == 3: - # maplist = facelist - # break - print len(facelist) - if len(facelist) == 33: - #maplist = facelist - break - - #pSign = 1 - #if P.normal[2] < 0: - # pSign = -1 pSign = sign(P.normal[2]) - # We can discard faces thar are perpendicular to the view - if pSign == 0: + # We can discard faces parallel to the view vector + if P.normal[2] == 0: facelist.remove(P) continue - split_done = 0 face_marked = 0 @@ -1596,19 +1537,17 @@ class Renderer: debug("Q.smooth: " + str(Q.smooth) + "\n") debug("\n") - #qSign = 1 - #if Q.normal[2] < 0: - # qSign = -1 qSign = sign(Q.normal[2]) + # TODO: check also if Q is parallel?? - # We need to test only those Qs whose furthest vertex + # Test 0: We need to test only those Qs whose furthest vertex # is closer to the observer than the closest vertex of P. zP = [v.co[2] for v in P.v] zQ = [v.co[2] for v in Q.v] - ZOverlap = min(zP) < max(zQ) + notZOverlap = min(zP) > max(zQ)+EPS - if not ZOverlap: + if notZOverlap: debug("\nTest 0\n") debug("NOT Z OVERLAP!\n") if Q.smooth == 0: @@ -1617,21 +1556,25 @@ class Renderer: else: 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 = (max(xP) <= min(xQ)) or (max(xQ) <= min(xP)) + 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 = (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") @@ -1643,7 +1586,7 @@ class Renderer: n = 0 for Pi in P: d = qSign * Distance(Vector(Pi), Q) - if d >= -EPS: + if d <= EPS: n += 1 pVerticesBehindPlaneQ = (n == len(P)) @@ -1657,7 +1600,7 @@ class Renderer: n = 0 for Qi in Q: d = pSign * Distance(Vector(Qi), P) - if d <= EPS: + if d >= -EPS: n += 1 qVerticesInFrontPlaneP = (n == len(Q)) @@ -1666,39 +1609,36 @@ class Renderer: debug("Q IN FRONT OF P!\n") continue - # Test 5: Line Intersections... TODO - # Check if polygons effectively overlap each other, not only - # boundig boxes as done before. - # Since we We are working in normalized projection coordinates - # we kust check if polygons intersect. + + # Test 5: Check if projections of polygons effectively overlap, + # in previous tests we checked only bounding boxes. if not projectionsOverlap(P, Q): debug("\nTest 5\n") debug("Projections do not overlap!\n") continue + # We still can't say if P obscures Q. - # We still do not know if P obscures Q. - - # But if Q is marked we do a split trying to resolve a + # But if Q is marked we do a face-split trying to resolve a # difficulty (maybe a visibility cycle). if Q.smooth == 1: # Split P or Q debug("Possibly a cycle detected!\n") debug("Split here!!\n") - old_facelist = facelist[:] + facelist = facesplit(P, Q, facelist, nmesh) split_done = 1 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: d = pSign * Distance(Vector(Qi), P) - if d >= -EPS: + if d <= EPS: n += 1 qVerticesBehindPlaneP = (n == len(Q)) @@ -1711,7 +1651,7 @@ class Renderer: n = 0 for Pi in P: d = qSign * Distance(Vector(Pi), Q) - if d <= EPS: + if d >= -EPS: n += 1 pVerticesInFrontPlaneQ = (n == len(P)) @@ -1727,76 +1667,37 @@ class Renderer: debug("Test 3bis or 4bis failed\n") debug("Split here!!2\n") - old_facelist = facelist[:] facelist = facesplit(P, Q, facelist, nmesh) - - steps += 1 - if steps == 2: - maplist = [P, Q] - print P, Q split_done = 1 break - facelist.remove(Q) facelist.insert(0, Q) Q.smooth = 1 face_marked = 1 - - # Make merked faces BLUE. so to see them - #for c in Q.col: - # c.r = 0 - # c.g = 0 - # c.b = 255 - # c.a = 255 - debug("Q marked!\n") - print [f.smooth for f in facelist] break # Write P! if split_done == 0 and face_marked == 0: - P = facelist[0] facelist.remove(P) maplist.append(P) progress.update() - #if progress.progressModel.getProgress() == 100: - # break - if steps == 2: - """ - for c in Q.col: - c.r = 0 - c.g = 0 - c.b = 255 - c.a = 255 - for c in P.col: - c.r = 0 - c.g = 0 - c.b = 255 - c.a = 255 - """ - print steps - #maplist.append(P) - #maplist.append(Q) - - # for f in facelist: - # if f not in old_facelist: - # print "splitted?" - # maplist.append(f) + if facelist == None: + maplist = [P, Q] + print [v.co for v in P] + print [v.co for v in Q] break - """ - """ + # end of while len(facelist) nmesh.faces = maplist - for f in nmesh.faces: - f.sel = 1 nmesh.update() - print nmesh.faces + def _doHiddenSurfaceRemoval(self, mesh): """Do HSR for the given mesh.