X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/ce9591fe89bfd93523fedeb453342561d7054dab..bfe651e97954b264507caf17365aa37c8562ded8:/vrm.py diff --git a/vrm.py b/vrm.py index bab02a8..0d35415 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://vrm.projects.blender.org"] +__version__ = "0.3" + +__bpydoc__ = """\ + Render the scene and save the result in vector format. """ # --------------------------------------------------------------------- @@ -25,25 +33,157 @@ 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). +# - 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? (Firefox do +# not support SMIL for animations) +# - FIX the issue with negative scales in object tranformations! # # --------------------------------------------------------------------- # -# 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 + +class config: + polygons = dict() + polygons['SHOW'] = True + polygons['SHADING'] = 'TOON' + # Hidden to the user for now + polygons['EXPANSION_TRICK'] = True + + edges = dict() + edges['SHOW'] = True + edges['SHOW_HIDDEN'] = False + edges['STYLE'] = 'SILHOUETTE' + edges['WIDTH'] = 2 + edges['COLOR'] = [0, 0, 0] + + output = dict() + output['FORMAT'] = 'SVG' + output['ANIMATION'] = False + output['JOIN_OBJECTS'] = True + + + +# --------------------------------------------------------------------- +# +## Utility Mesh class +# +# --------------------------------------------------------------------- +class MeshUtils: + + def getEdgeAdjacentFaces(edge, mesh): + """Get the faces adjacent to a given edge. + + 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 isMeshEdge(e, mesh): + """Mesh edge rule. + + A mesh 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 + + def toonShading(u): + + levels = 2 + texels = 2*levels - 1 + map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0] + + v = 1.0 + for i in range(0, len(map)-1): + pivot = (map[i]+map[i+1])/2.0 + j = int(u>pivot) + + v = map[i+j] + + if v0: + p[0] = p[0]/p[3] + p[1] = p[1]/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 +286,11 @@ 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 @@ -179,14 +310,15 @@ class Projector: return m + # --------------------------------------------------------------------- # -## Mesh representation class +## 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 +338,288 @@ 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("\n") + self.file.write("\n\n" % self.canvasSize) + if self.animation: + + self.file.write("""\n\n + \n""" % (self.startFrame, self.endFrame, self.startFrame) ) + def _printFooter(self): """Print the SVG footer.""" self.file.write("\n\n") - self.file.close() - - def _printPolygon(self, face): - """Print our primitive, finally. - There is no color Handling for now, *FIX!* + def _printPolygons(self, mesh): + """Print the selected (visible) polygons. """ - stroke_width=1 - - self.file.write("\n") + + for face in mesh.faces: + if not face.sel: + continue - i = 0 - for v in face: - if i != 0: - self.file.write(", ") + self.file.write("\n") + + self.file.write("\n") + + def _printEdges(self, mesh, showHiddenEdges=False): + """Print the wireframe using mesh edges. + """ + + stroke_width = config.edges['WIDTH'] + stroke_col = config.edges['COLOR'] - color = [ int(c*255) for c in face.col] + self.file.write("\n") + + for e in mesh.edges: + + hidden_stroke_style = "" + + if e.sel == 0: + if showHiddenEdges == False: + continue + else: + hidden_stroke_style = ";\n stroke-dasharray:3, 3" + + p1 = self._calcCanvasCoord(e.v1) + p2 = self._calcCanvasCoord(e.v2) + + self.file.write("\n") + + self.file.write("\n") - self.file.write("\"\n") - self.file.write("\tstyle=\"fill:rgb("+str(color[0])+","+str(color[1])+","+str(color[2])+");") - self.file.write(" stroke:rgb(0,0,0);") - self.file.write(" stroke-width:"+str(stroke_width)+";\n") - self.file.write(" stroke-linecap:round;stroke-linejoin:round\"/>\n") # --------------------------------------------------------------------- @@ -322,242 +628,860 @@ class SVGVectorWriter(VectorWriter): # # --------------------------------------------------------------------- -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 +# A dictionary to collect different shading style methods +shadingStyles = dict() +shadingStyles['FLAT'] = None +shadingStyles['TOON'] = None + +# A dictionary to collect different edge style methods +edgeStyles = dict() +edgeStyles['MESH'] = MeshUtils.isMeshEdge +edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge + +# A dictionary to collect the supported output formats +outputWriters = dict() +outputWriters['SVG'] = SVGVectorWriter + class Renderer: """Render a scene viewed from a given camera. - This class is responsible of the rendering process, hence transormation - and projection of the ojects in the scene are invoked by the renderer. + This class is responsible of the rendering process, transformation and + projection of the objects in the scene are invoked by the renderer. - The user can optionally provide a specific camera for the rendering, see - the #doRendering# method for more informations. + The rendering is done using the active camera for the current scene. """ def __init__(self): - """Set the canvas size to a defaulr value. - - The only instance attribute here is the canvas size, which can be - queryed to the renderer by other entities. + """Make the rendering process only for the current scene by default. + + We will work on a copy of the scene, be sure that the current scene do + not get modified in any way. """ - self.canvasSize = (0.0, 0.0) + + # 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, + float(context.aspectRatioY()) + ) + + # Render from the currently active camera + self.cameraObj = self._SCENE.getCurrentCamera() + + # Get a projector for this camera. + # NOTE: the projector wants object in world coordinates, + # so we should remember to apply modelview transformations + # _before_ we do projection transformations. + self.proj = Projector(self.cameraObj, self.canvasRatio) + + # 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) ## # Public Methods # - def getCanvasSize(self): - """Return the current canvas size read from Blender rendering context""" - return self.canvasSize + def doRendering(self, outputWriter, animation=False): + """Render picture or animation and write it out. - def doRendering(self, scene, cameraObj=None): + 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() + + # Handle the animation case + if not animation: + startFrame = origCurrentFrame + endFrame = startFrame + outputWriter.open() + else: + startFrame = context.startFrame() + endFrame = context.endFrame() + outputWriter.open(startFrame, endFrame) + + # Do the rendering process frame by frame + print "Start Rendering!" + for f in range(startFrame, endFrame+1): + context.currentFrame(f) + + # Use some temporary workspace, a full copy of the scene + inputScene = self._SCENE.copy(2) + + try: + renderedScene = self.doRenderScene(inputScene) + except : + print "There was an error! Aborting." + import traceback + print traceback.print_exc() + + self._SCENE.makeCurrent() + Scene.unlink(inputScene) + del inputScene + return + + outputWriter.printCanvas(renderedScene, + doPrintPolygons = config.polygons['SHOW'], + doPrintEdges = config.edges['SHOW'], + showHiddenEdges = config.edges['SHOW_HIDDEN']) + + # clear the rendered scene + self._SCENE.makeCurrent() + 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 transforma project the 3D scene in two dimensions. + needed to transform and project the 3D scene in two dimensions. + """ + + # global processing of the scene + + self._doConvertGeometricObjToMesh(workScene) + + #self._doSceneClipping(workScene) + + if config.output['JOIN_OBJECTS']: + self._joinMeshObjectsInScene(workScene) + + self._doSceneDepthSorting(workScene) + + # Per object activities + + Objects = workScene.getChildren() + for obj in Objects: + + + if obj.getType() != 'Mesh': + print "Only Mesh supported! - Skipping type:", obj.getType() + continue + + print "Rendering: ", obj.getName() + + mesh = obj.getData(mesh=1) + + self._doModelToWorldCoordinates(mesh, obj.matrix) + + self._doBackFaceCulling(mesh) + + self._doObjectDepthSorting(mesh) + + self._doColorAndLighting(mesh) + + self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']]) + + self._doProjection(mesh, self.proj) + + # Update the object data, important! :) + mesh.update() - Parameters: - scene --- the Blender Scene to render - cameraObj --- the camera object to use for the viewing processing + return workScene + + + ## + # Private Methods + # + + # Utility methods + + def _getObjPosition(self, obj): + """Return the obj position in World coordinates. """ + return obj.matrix.translationPart() + + def _cameraViewDirection(self): + """Get the View Direction form the camera matrix. + """ + return Vector(self.cameraObj.matrix[2]).resize3D() + - if cameraObj == None: - cameraObj = scene.getCurrentCamera() + # Faces methods + + def _isFaceVisible(self, face): + """Determine if a face of an object is visible from the current camera. - context = scene.getRenderingContext() - self.canvasSize = (context.imageSizeX(), context.imageSizeY()) + 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). + + After those transformations we determine if a face is visible by + computing the angle between the face normal and the view vector, this + angle has to be between -90 and 90 degrees for the face to be visible. + This corresponds somehow to the dot product between the two, if it + results > 0 then the face is visible. + + There is no need to normalize those vectors since we are only interested in + the sign of the cross product and not in the product value. + + NOTE: here we assume the face vertices are in WorldCoordinates, so + please transform the object _before_ doing the test. + """ + + normal = Vector(face.no) + camPos = self._getObjPosition(self.cameraObj) + view_vect = None + + # View Vector in orthographics projections is the view Direction of + # the camera + if self.cameraObj.data.getType() == 1: + view_vect = self._cameraViewDirection() + + # View vector in perspective projections can be considered as + # 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] ) + 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 _doConvertGeometricObjToMesh(self, scene): + """Convert all "geometric" objects to mesh ones. + """ + geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text'] + + Objects = scene.getChildren() + 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) + + + # 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; + me.remDoubles(0) + me.triangleToQuad() + me.recalcNormals() + me.update() + + def _doSceneClipping(self, scene): + """Clip objects against the View Frustum. + + For now clip away only objects according to their center position. + """ + + cpos = self._getObjPosition(self.cameraObj) + view_vect = self._cameraViewDirection() + + near = self.cameraObj.data.clipStart + 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 + + Objects = scene.getChildren() + for o in Objects: + if o.getType() != 'Mesh': continue; + + obj_vect = Vector(cpos) - 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) + + def _doSceneDepthSorting(self, scene): + """Sort objects in the scene. + + The object sorting is done accordingly to the object centers. + """ + + c = self._getObjPosition(self.cameraObj) + + by_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) - # A structure to store the transformed scene - newscene = [] + # update the scene + for o in Objects: + scene.unlink(o) + scene.link(o) + + def _joinMeshObjectsInScene(self, scene): + """Merge all the Mesh Objects in a scene into a single Mesh Object. + """ + + if Blender.mode == 'background': + print "\nWARNING! Joining objects not supported in background mode!\n" + return + + oList = [o for o in scene.getChildren() if o.getType()=='Mesh'] + + # FIXME: Object.join() do not work if the list contains 1 object + if len(oList) == 1: + return + + mesh = Mesh.New('BigOne') + bigObj = Object.New('Mesh', 'BigOne') + bigObj.link(mesh) + + scene.link(bigObj) + + try: + bigObj.join(oList) + except RuntimeError: + print "Can't Join Objects" + scene.unlink(bigObj) + return + except TypeError: + print "Objects Type error?" - for obj in Objects: - - if (obj.getType() != "Mesh"): - print "Type:", obj.getType(), "\tSorry, only mesh Object supported!" - continue + for o in oList: + scene.unlink(o) - # Get a projector for this object - proj = Projector(cameraObj, obj, self.canvasSize) + scene.update() - # Let's store the transformed data - transformed_mesh = NMesh.New(obj.name) + + # Per object methods - # Store the materials - materials = obj.getData().getMaterials() + def _convertToRawMeshObj(self, object): + """Convert geometry based object to a mesh object. + """ + me = Mesh.New('RawMesh_'+object.name) + me.getFromObject(object.name) - meshfaces = obj.getData().faces + newObject = Object.New('Mesh', 'RawMesh_'+object.name) + newObject.link(me) - for face in meshfaces: + # If the object has no materials set a default material + if not me.materials: + me.materials = [Material.New()] + #for f in me.faces: f.mat = 0 - # if the face is visible flatten it on the "picture plane" - if self._isFaceVisible(face, obj, cameraObj): - - # Store transformed face - transformed_face = [] + newObject.setMatrix(object.getMatrix()) - for vert in face: + return newObject - p = proj.doProjection(vert.co) + def _doModelToWorldCoordinates(self, mesh, matrix): + """Transform object coordinates to world coordinates. - transformed_vert = NMesh.Vert(p[0], p[1], p[2]) - transformed_face.append(transformed_vert) + This step is done simply applying to the object its tranformation + matrix and recalculating its normals. + """ + # XXX FIXME: blender do not transform normals in the right way when + # there are negative scale values + if matrix[0][0] < 0 or matrix[1][1] < 0 or matrix[2][2] < 0: + print "WARNING: Negative scales, expect incorrect results!" - newface = NMesh.Face(transformed_face) - - # Per-face color calculation - # code taken mostly from the original vrm script - # TODO: understand the code and rewrite it clearly - ambient = -250 - fakelight = [10, 10, 15] - norm = face.normal - vektori = (norm[0]*fakelight[0]+norm[1]*fakelight[1]+norm[2]*fakelight[2]) - vduzine = fabs(sqrt(pow(norm[0],2)+pow(norm[1],2)+pow(norm[2],2))*sqrt(pow(fakelight[0],2)+pow(fakelight[1],2)+pow(fakelight[2],2))) - intensity = floor(ambient + 200*acos(vektori/vduzine))/200 - if intensity < 0: - intensity = 0 + mesh.transform(matrix, True) - if materials: - newface.col = materials[face.mat].getRGBCol() - else: - newface.col = [0.5, 0.5, 0.5] - - newface.col = [ (c>0) and (c-intensity) for c in newface.col] - - transformed_mesh.addFace(newface) + def _doObjectDepthSorting(self, mesh): + """Sort faces in an object. - # at the end of the loop on obj - - #transformed_object = NMesh.PutRaw(transformed_mesh) - newscene.append(transformed_mesh) + The faces in the object are sorted following the distance of the + vertices from the camera position. + """ + if len(mesh.faces) == 0: + return + + c = self._getObjPosition(self.cameraObj) + + # hackish sorting of faces - # reverse the order (TODO: See how is the object order in NMesh) - #newscene.reverse() + # Sort faces according to the max distance from the camera + by_max_vert_dist = (lambda f1, f2: + cmp(max([(Vector(v.co)-Vector(c)).length for v in f1]), + max([(Vector(v.co)-Vector(c)).length for v in f2]))) - return newscene + # Sort faces according to the min distance from the camera + by_min_vert_dist = (lambda f1, f2: + cmp(min([(Vector(v.co)-Vector(c)).length for v in f1]), + min([(Vector(v.co)-Vector(c)).length for v in f2]))) + + # Sort faces according to the avg distance from the camera + by_avg_vert_dist = (lambda f1, f2: + cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1), + sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2))) - ## - # Private Methods - # + # FIXME: using NMesh to sort faces. We should avoid that! + nmesh = NMesh.GetRaw(mesh.name) + nmesh.faces.sort(by_max_vert_dist) + nmesh.faces.reverse() + + # Get visible faces + #vf = nmesh.faces + #while len(vf)>1: + # p1 = vf[0] + # insideList = + + + mesh.faces.delete(1, range(0, len(mesh.faces))) + + for i,f in enumerate(nmesh.faces): + fv = [v.index for v in f.v] + mesh.faces.extend(fv) + mesh.faces[i].mat = f.mat + mesh.faces[i].sel = f.sel + + + 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: + f.sel = 0 + if self._isFaceVisible(f): + f.sel = 1 + + def _doColorAndLighting(self, mesh): + """Apply an Illumination ans shading model to the object. + + The model used is the Phong one, it may be inefficient, + but I'm just learning about rendering and starting from Phong seemed + the most natural way. + """ + + # If the mesh has vertex colors already, use them, + # otherwise turn them on and do some calculations + if mesh.vertexColors: + return + mesh.vertexColors = 1 + + materials = mesh.materials + + # TODO: use multiple lighting sources + light_obj = self.lights[0] + light_pos = self._getObjPosition(light_obj) + light = light_obj.data + + camPos = self._getObjPosition(self.cameraObj) + + # We do per-face color calculation (FLAT Shading), we can easily turn + # to a per-vertex calculation if we want to implement some shading + # technique. For an example see: + # http://www.miralab.unige.ch/papers/368.pdf + for f in mesh.faces: + if not f.sel: + continue + + mat = None + if materials: + mat = materials[f.mat] + + # A new default material + if mat == None: + mat = Material.New('defMat') + + L = Vector(light_pos).normalize() + + V = (Vector(camPos) - Vector(f.cent)).normalize() + + N = Vector(f.no).normalize() + + R = 2 * (N*L) * N - L + + # TODO: Attenuation factor (not used for now) + a0 = 1.0; a1 = 0.0; a2 = 1.0 + d = (Vector(f.v[0].co) - Vector(light_pos)).length + fd = min(1, 1.0/(a0 + a1*d + a2*(d*d))) + + # Ambient component + Ia = 1.0 + ka = mat.getAmb() * Vector([0.1, 0.1, 0.1]) + Iamb = Ia * ka + + # Diffuse component (add light.col for kd) + kd = mat.getRef() * Vector(mat.getRGBCol()) + Ip = light.getEnergy() + + if config.polygons['SHADING'] == 'FLAT': + Idiff = Ip * kd * (N*L) + elif config.polygons['SHADING'] == 'TOON': + Idiff = Ip * kd * MeshUtils.toonShading(N*L) + + # Specular component + ks = mat.getSpec() * Vector(mat.getSpecCol()) + ns = mat.getHardness() + Ispec = Ip * ks * pow((V*R), ns) + + # Emissive component + ki = Vector([mat.getEmit()]*3) + + I = ki + Iamb + (Idiff + Ispec) + + + # 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] + + # Convert to a value between 0 and 255 + tmp_col = [ int(c * 255.0) for c in I] + + for c in f.col: + c.r = tmp_col[0] + c.g = tmp_col[1] + c.b = tmp_col[2] + c.a = tmp_col[3] + + def _doEdgesStyle(self, mesh, edgestyleSelect): + """Process Mesh Edges accroding to a given selection style. + + Examples of algorithms: + + Contours: + given an edge if its adjacent faces have the same normal (that is + they are complanar), than deselect it. + + Silhouettes: + given an edge if one its adjacent faces is frontfacing and the + other is backfacing, than select it, else deselect. + """ + + Mesh.Mode(Mesh.SelectModes['EDGE']) + + for e in mesh.edges: + + e.sel = 0 + if edgestyleSelect(e, mesh): + e.sel = 1 + + def _doProjection(self, mesh, projector): + """Calculate the Projection for the object. + """ + # TODO: maybe using the object.transform() can be faster? + + for v in mesh.verts: + p = projector.doProjection(v.co) + v.co[0] = p[0] + v.co[1] = p[1] + v.co[2] = p[2] - def _isFaceVisible(self, face, obj, cameraObj): - """Determine if the face is visible from the current camera. - - The following code is taken basicly from the original vrm script. - """ - - camera = cameraObj - - numvert = len(face) - - # backface culling - - # translate and rotate according to the object matrix - # and then translate according to the camera position - #m = obj.getMatrix() - #m.transpose() - - #a = m*Vector(face[0]) - Vector(cameraObj.loc) - #b = m*Vector(face[1]) - Vector(cameraObj.loc) - #c = m*Vector(face[numvert-1]) - Vector(cameraObj.loc) - - 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 - camera.LocX - a[1] += obj.LocY - camera.LocY - a[2] += obj.LocZ - camera.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 - camera.LocX - b[1] += obj.LocY - camera.LocY - b[2] += obj.LocZ - camera.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 - camera.LocX - c[1] += obj.LocY - camera.LocY - c[2] += obj.LocZ - camera.LocZ - - norm = Vector([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] - # d = DotVecs(norm, Vector(a)) - - return (d<0) - - def _doClipping(face): - return # --------------------------------------------------------------------- # -## Main Program +## GUI Class and Main Program # # --------------------------------------------------------------------- -# hackish sorting of faces according to the max z value of a vertex -def zSorting(scene): - for o in scene: - o.faces.sort(lambda f1, f2: - # Sort faces according to the min z coordinate in a face - #cmp(min([v[2] for v in f1]), min([v[2] for v in f2]))) +from Blender import BGL, Draw +from Blender.BGL import * - # Sort faces according to the max z coordinate in a face - cmp(max([v[2] for v in f1]), max([v[2] for v in f2]))) - - # Sort faces according to the avg z coordinate in a face - #cmp(sum([v[2] for v in f1])/len(f1), sum([v[2] for v in f2])/len(f2))) - o.faces.reverse() +class GUI: + def _init(): + + # Output Format menu + output_format = config.output['FORMAT'] + default_value = outputWriters.keys().index(output_format)+1 + GUI.outFormatMenu = Draw.Create(default_value) + GUI.evtOutFormatMenu = 0 + + # Animation toggle button + GUI.animToggle = Draw.Create(config.output['ANIMATION']) + GUI.evtAnimToggle = 1 + + # Join Objects toggle button + GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS']) + GUI.evtJoinObjsToggle = 2 + + # Render filled polygons + GUI.polygonsToggle = Draw.Create(config.polygons['SHOW']) + + # Shading Style menu + shading_style = config.polygons['SHADING'] + default_value = shadingStyles.keys().index(shading_style)+1 + GUI.shadingStyleMenu = Draw.Create(default_value) + GUI.evtShadingStyleMenu = 21 + + GUI.evtPolygonsToggle = 3 + # We hide the config.polygons['EXPANSION_TRICK'], for now + + # Render polygon edges + GUI.showEdgesToggle = Draw.Create(config.edges['SHOW']) + GUI.evtShowEdgesToggle = 4 + + # Render hidden edges + GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN']) + GUI.evtShowHiddenEdgesToggle = 5 + + # Edge Style menu + edge_style = config.edges['STYLE'] + default_value = edgeStyles.keys().index(edge_style)+1 + GUI.edgeStyleMenu = Draw.Create(default_value) + GUI.evtEdgeStyleMenu = 6 + + # Edge Width slider + GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH']) + GUI.evtEdgeWidthSlider = 7 + + # Edge Color Picker + c = config.edges['COLOR'] + GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0) + GUI.evtEdgeColorPicker = 71 + + # Render Button + GUI.evtRenderButton = 8 + + # Exit Button + GUI.evtExitButton = 9 + + def draw(): + + # initialize static members + GUI._init() + + glClear(GL_COLOR_BUFFER_BIT) + glColor3f(0.0, 0.0, 0.0) + glRasterPos2i(10, 350) + Draw.Text("VRM: Vector Rendering Method script.") + glRasterPos2i(10, 335) + Draw.Text("Press Q or ESC to quit.") + + # Build the output format menu + glRasterPos2i(10, 310) + Draw.Text("Select the output Format:") + outMenuStruct = "Output Format %t" + for t in outputWriters.keys(): + outMenuStruct = outMenuStruct + "|%s" % t + GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu, + 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") + + # Join Objects toggle + GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle, + 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!") + + # Rendering Styles + glRasterPos2i(200, 310) + Draw.Text("Rendering Style:") + + # Render Polygons + GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle, + 200, 285, 160, 18, GUI.polygonsToggle.val, + "Render filled polygons") + + if GUI.polygonsToggle.val == 1: + + # Polygon Shading Style + shadingStyleMenuStruct = "Shading Style %t" + 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") + + + # Render Edges + GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle, + 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") + + # Edge size + GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider, + 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") + + # 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("Antonio Ospite (c) 2006") + + def event(evt, val): + + if evt == Draw.ESCKEY or evt == Draw.QKEY: + Draw.Exit() + else: + return + + Draw.Redraw(1) + def button_event(evt): + + if evt == GUI.evtExitButton: + Draw.Exit() + + elif evt == GUI.evtOutFormatMenu: + i = GUI.outFormatMenu.val - 1 + config.output['FORMAT']= outputWriters.keys()[i] + + elif evt == GUI.evtAnimToggle: + config.outpur['ANIMATION'] = bool(GUI.animToggle.val) + + elif evt == GUI.evtJoinObjsToggle: + config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val) + + elif evt == GUI.evtPolygonsToggle: + config.polygons['SHOW'] = bool(GUI.polygonsToggle.val) + + elif evt == GUI.evtShadingStyleMenu: + i = GUI.shadingStyleMenu.val - 1 + config.polygons['SHADING'] = shadingStyles.keys()[i] + + elif evt == GUI.evtShowEdgesToggle: + config.edges['SHOW'] = bool(GUI.showEdgesToggle.val) + + elif evt == GUI.evtShowHiddenEdgesToggle: + config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val) + + elif evt == GUI.evtEdgeStyleMenu: + i = GUI.edgeStyleMenu.val - 1 + config.edges['STYLE'] = edgeStyles.keys()[i] + + elif evt == GUI.evtEdgeWidthSlider: + config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val) + + elif evt == GUI.evtEdgeColorPicker: + config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val] + + elif evt == GUI.evtRenderButton: + label = "Save %s" % config.output['FORMAT'] + # Show the File Selector + global outputfile + Blender.Window.FileSelector(vectorize, label, outputfile) + + else: + print "Event: %d not handled!" % evt + + if evt: + Draw.Redraw(1) + GUI.conf_debug() + + def conf_debug(): + from pprint import pprint + print "\nConfig" + pprint(config.output) + pprint(config.polygons) + pprint(config.edges) + + _init = staticmethod(_init) + draw = staticmethod(draw) + event = staticmethod(event) + button_event = staticmethod(button_event) + conf_debug = staticmethod(conf_debug) + +# A wrapper function for the vectorizing process def vectorize(filename): - scene = Scene.GetCurrent() + """The vectorizing process is as follows: + + - Instanciate the writer and the renderer + - Render! + """ + + if filename == "": + print "\nERROR: invalid file name!" + return + + from Blender import Window + editmode = Window.EditMode() + if editmode: Window.EditMode(0) + + actualWriter = outputWriters[config.output['FORMAT']] + writer = actualWriter(filename) + renderer = Renderer() + renderer.doRendering(writer, config.output['ANIMATION']) - flatScene = renderer.doRendering(scene) - canvasSize = renderer.getCanvasSize() + if editmode: Window.EditMode(1) - zSorting(flatScene) - writer = SVGVectorWriter(filename, canvasSize) - writer.printCanvas(flatScene) +# Here the main +if __name__ == "__main__": -try: - Blender.Window.FileSelector (vectorize, 'Save SVG', "proba.svg") -except: - vectorize("proba.svg") - + outputfile = "" + basename = Blender.sys.basename(Blender.Get('filename')) + if basename != "": + outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower() + + if Blender.mode == 'background': + vectorize(outputfile) + else: + Draw.Register(GUI.draw, GUI.event, GUI.button_event)