X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/ce9591fe89bfd93523fedeb453342561d7054dab..06dd5e5bf8b7934ff02934d379d6ebb958dd6bd4:/vrm.py
diff --git a/vrm.py b/vrm.py
index bab02a8..9095307 100755
--- a/vrm.py
+++ b/vrm.py
@@ -1,9 +1,17 @@
#!BPY
"""
Name: 'VRM'
-Blender: 241
-Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script 0.3'
+Blender: 242
+Group: 'Render'
+Tooltip: 'Vector Rendering Method script'
+"""
+
+__author__ = "Antonio Ospite"
+__url__ = ["http://projects.blender.org/projects/vrm"]
+__version__ = "0.3.beta"
+
+__bpydoc__ = """\
+ Render the scene and save the result in vector format.
"""
# ---------------------------------------------------------------------
@@ -25,23 +33,213 @@ 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:
+# - 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?
+# 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
+# not support SMIL for animations)
+# - Switch to the Mesh structure, should be considerably faster
+# (partially done, but with Mesh we cannot sort faces, yet)
+# - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
+# - Implement Shading Styles? (partially done, to make more flexible).
+# - Add Vector Writers other than SVG.
+# - Check memory use!!
+# - Support Indexed palettes!! (Useful for ILDA FILES, for example,
+# see http://www.linux-laser.org/download/autotrace/ilda-output.patch)
#
-# 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 - ...
+# * 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.
#
# ---------------------------------------------------------------------
import Blender
-from Blender import Scene, Object, NMesh, Lamp, Camera
+from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window
from Blender.Mathutils import *
from math import *
+import sys, time
+
+
+# Some global settings
+
+class config:
+ polygons = dict()
+ polygons['SHOW'] = True
+ polygons['SHADING'] = 'FLAT'
+ polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL'
+ polygons['HSR'] = 'NEWELL'
+ # Hidden to the user for now
+ polygons['EXPANSION_TRICK'] = True
+
+ polygons['TOON_LEVELS'] = 2
+
+ edges = dict()
+ edges['SHOW'] = False
+ edges['SHOW_HIDDEN'] = False
+ edges['STYLE'] = 'MESH'
+ edges['WIDTH'] = 2
+ edges['COLOR'] = [0, 0, 0]
+
+ output = dict()
+ output['FORMAT'] = 'SVG'
+ output['ANIMATION'] = False
+ output['JOIN_OBJECTS'] = True
+
+
+
+# Debug utility function
+print_debug = True
+def debug(msg):
+ if print_debug:
+ sys.stderr.write(msg)
+
+
+# ---------------------------------------------------------------------
+#
+## Mesh Utility class
+#
+# ---------------------------------------------------------------------
+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
+
+ Taken from .blender/scripts/bpymodules/BPyMesh.py,
+ thanks to ideasman_42.
+ '''
+
+ def sorted_edge_indicies(ed):
+ 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])
+ for f in me.faces:
+ 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)
+ for ed_index, ed_faces in face_edges_dict.itervalues():
+ face_edges[ed_index]= ed_faces
+
+ return face_edges
+
+ def isMeshEdge(adjacent_faces):
+ """Mesh edge rule.
+
+ A mesh edge is visible if _at_least_one_ 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.
+ """
+
+ 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(adjacent_faces):
+ """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.
+ """
+
+ 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
+
+ buildEdgeFaceUsersCache = staticmethod(buildEdgeFaceUsersCache)
+ isMeshEdge = staticmethod(isMeshEdge)
+ isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+
+
+# ---------------------------------------------------------------------
+#
+## Shading Utility class
+#
+# ---------------------------------------------------------------------
+class ShadingUtils:
+
+ shademap = None
+
+ 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]
+
+ return tmp_shademap
+
+ def toonShading(u):
+
+ shademap = ShadingUtils.shademap
+
+ if not shademap:
+ 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)
+
+ v = shademap[i+j]
+
+ if v < shademap[i+1]:
+ return v
+
+ return v
+
+ toonShadingMapSetup = staticmethod(toonShadingMapSetup)
+ toonShading = staticmethod(toonShading)
# ---------------------------------------------------------------------
@@ -60,42 +258,35 @@ class Projector:
parameter list.
"""
- def __init__(self, cameraObj, obMesh, canvasSize):
+ def __init__(self, cameraObj, canvasRatio):
"""Calculate the projection matrix.
- The projection matrix depends, in this case, on the camera settings,
- and also on object transformation matrix.
+ The projection matrix depends, in this case, on the camera settings.
+ TAKE CARE: This projector expects vertices in World Coordinates!
"""
- self.size = canvasSize
-
camera = cameraObj.getData()
- aspect = float(canvasSize[0])/float(canvasSize[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/pi
+ fovy = fovy * 360.0/pi
# What projection do we want?
- if camera.type:
- m2 = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale)
- else:
- m2 = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+ if camera.type == 0:
+ mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+ elif camera.type == 1:
+ mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
- m1 = Matrix()
- mP = Matrix()
-
# View transformation
- cam = cameraObj.getInverseMatrix()
+ cam = Matrix(cameraObj.getInverseMatrix())
cam.transpose()
-
- m1 = obMesh.getMatrix()
- m1.transpose()
- mP = cam * m1
- mP = m2 * mP
+ mP = mP * cam
self.projectionMatrix = mP
@@ -110,32 +301,32 @@ class Projector:
matrix.
"""
- # Note that we need the vertex expressed using homogeneous coordinates
- p = self.projectionMatrix * Vector([v[0], v[1], v[2], 1.0])
+ # 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()
- mW = self.size[0]/2
- mH = self.size[1]/2
-
- 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
-
- # For now we want (0,0) in the top-left corner of the canvas
- # Mirror and translate along y
- p[1] *= -1
- p[1] += self.size[1]
-
+ # Perspective division
+ if p[3] != 0:
+ 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
+ p.resize3D()
+
return p
+
##
# Private methods
#
def _calcPerspectiveMatrix(self, fovy, aspect, near, far):
- """Return a perspective projection matrix."""
+ """Return a perspective projection matrix.
+ """
top = near * tan(fovy * pi / 360.0)
bottom = -top
@@ -157,9 +348,11 @@ class Projector:
return m
def _calcOrthoMatrix(self, fovy, aspect , near, far, scale):
- """Return an orthogonal projection matrix."""
+ """Return an orthogonal projection matrix.
+ """
- top = near * tan(fovy * pi / 360.0) * (scale * 10)
+ # 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
@@ -181,12 +374,178 @@ class Projector:
# ---------------------------------------------------------------------
#
-## Mesh representation class
+## Progress Indicator
+#
+# ---------------------------------------------------------------------
+
+class Progress:
+ """A model for a progress indicator.
+
+ Do the progress calculation calculation and
+ the view independent stuff of a progress indicator.
+ """
+ def __init__(self, steps=0):
+ self.name = ""
+ self.steps = steps
+ self.completed = 0
+ self.progress = 0
+
+ def setSteps(self, steps):
+ """Set the number of steps of the activity wich we want to track.
+ """
+ self.steps = steps
+
+ def getSteps(self):
+ return self.steps
+
+ def setName(self, name):
+ """Set the name of the activity wich we want to track.
+ """
+ self.name = name
+
+ def getName(self):
+ return self.name
+
+ def getProgress(self):
+ return self.progress
+
+ def reset(self):
+ self.completed = 0
+ self.progress = 0
+
+ def update(self):
+ """Update the model, call this method when one step is completed.
+ """
+ if self.progress == 100:
+ return False
+
+ self.completed += 1
+ self.progress = ( float(self.completed) / float(self.steps) ) * 100
+ self.progress = int(self.progress)
+
+ return True
+
+
+class ProgressIndicator:
+ """An abstraction of a View for the Progress Model
+ """
+ def __init__(self):
+
+ # Use a refresh rate so we do not show the progress at
+ # every update, but every 'self.refresh_rate' times.
+ self.refresh_rate = 10
+ self.shows_counter = 0
+
+ self.quiet = False
+
+ self.progressModel = None
+
+ def setQuiet(self, value):
+ self.quiet = value
+
+ def setActivity(self, name, steps):
+ """Initialize the Model.
+
+ In a future version (with subactivities-progress support) this method
+ could only set the current activity.
+ """
+ self.progressModel = Progress()
+ self.progressModel.setName(name)
+ self.progressModel.setSteps(steps)
+
+ def getActivity(self):
+ return self.progressModel
+
+ def update(self):
+ """Update the model and show the actual progress.
+ """
+ assert(self.progressModel)
+
+ if self.progressModel.update():
+ if self.quiet:
+ return
+
+ self.show(self.progressModel.getProgress(),
+ self.progressModel.getName())
+
+ # We return always True here so we can call the update() method also
+ # from lambda funcs (putting the call in logical AND with other ops)
+ return True
+
+ def show(self, progress, name=""):
+ self.shows_counter = (self.shows_counter + 1) % self.refresh_rate
+ if self.shows_counter != 0:
+ return
+
+ if progress == 100:
+ self.shows_counter = -1
+
+
+class ConsoleProgressIndicator(ProgressIndicator):
+ """Show a progress bar on stderr, a la wget.
+ """
+ def __init__(self):
+ ProgressIndicator.__init__(self)
+
+ self.swirl_chars = ["-", "\\", "|", "/"]
+ self.swirl_count = -1
+
+ def show(self, progress, name):
+ ProgressIndicator.show(self, progress, name)
+
+ bar_length = 70
+ 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)
+ 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")
+ if progress == 100:
+ sys.stderr.write("\n")
+
+
+class GraphicalProgressIndicator(ProgressIndicator):
+ """Interface to the Blender.Window.DrawProgressBar() method.
+ """
+ def __init__(self):
+ ProgressIndicator.__init__(self)
+
+ #self.swirl_chars = ["-", "\\", "|", "/"]
+ # We have to use letters with the same width, for now!
+ # Blender progress bar considers the font widths when
+ # calculating the progress bar width.
+ self.swirl_chars = ["\\", "/"]
+ self.swirl_count = -1
+
+ def show(self, progress, name):
+ ProgressIndicator.show(self, progress)
+
+ 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)
+
+ if progress == 100:
+ Window.DrawProgressBar(1, progress_text)
+ Window.WaitCursor(0)
+
+
+
+# ---------------------------------------------------------------------
+#
+## 2D Object representation class
#
# ---------------------------------------------------------------------
# TODO: a class to represent the needed properties of a 2D vector image
-# Just use a NMesh structure?
+# For now just using a [N]Mesh structure.
# ---------------------------------------------------------------------
@@ -206,114 +565,292 @@ 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, scene):
- """Convert the scene 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 scene:
- self.file.write("\n")
-
- for face in obj.faces:
- self._printPolygon(face)
+ def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+ showHiddenEdges=False):
+ """Convert the scene representation to SVG.
+ """
- self.file.write("\n")
+ 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("