X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/ce9591fe89bfd93523fedeb453342561d7054dab..dcc666c5b495072d477e85b544d6eb967fb6acc0:/vrm.py
diff --git a/vrm.py b/vrm.py
index bab02a8..35df00c 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.
"""
# ---------------------------------------------------------------------
@@ -25,25 +33,134 @@ 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? (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
+
+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'
+
+
+
+# ---------------------------------------------------------------------
+#
+## 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 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
+
+ getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
+ isVisibleEdge = staticmethod(isVisibleEdge)
+ isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+
+
+
# ---------------------------------------------------------------------
#
## Projections classes
@@ -60,42 +177,36 @@ 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)
+ #mP = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale)
+ mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale)
else:
- m2 = self._calcPerspectiveMatrix(fovy, aspect, near, far)
+ mP = self._calcPerspectiveMatrix(fovy, aspect, near, far)
- 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
@@ -110,24 +221,17 @@ 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])
-
- 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]
-
+ # Note that we have to work on the vertex using homogeneous coordinates
+ p = self.projectionMatrix * Vector(v).resize4D()
+
+ if p[3]>0:
+ p[0] = p[0]/p[3]
+ p[1] = p[1]/p[3]
+
+ # restore the size
+ p[3] = 1.0
+ p.resize3D()
+
return p
##
@@ -135,7 +239,8 @@ class Projector:
#
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 +262,11 @@ 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 +286,15 @@ 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 +314,289 @@ 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("