X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/dcc666c5b495072d477e85b544d6eb967fb6acc0..fbf9bf8ccfcd931b3e99429b2b0f392ada855a9c:/vrm.py diff --git a/vrm.py b/vrm.py index 35df00c..26a14d7 100755 --- a/vrm.py +++ b/vrm.py @@ -1,14 +1,14 @@ #!BPY """ Name: 'VRM' -Blender: 241 +Blender: 242 Group: 'Render' Tooltip: 'Vector Rendering Method script' """ __author__ = "Antonio Ospite" -__url__ = ["http://vrm.projects.blender.org"] -__version__ = "0.3" +__url__ = ["http://projects.blender.org/projects/vrm"] +__version__ = "0.3.beta" __bpydoc__ = """\ Render the scene and save the result in vector format. @@ -42,91 +42,150 @@ __bpydoc__ = """\ # --------------------------------------------------------------------- # # 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) +# - 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) -# - 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. +# 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! +# - 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) # # --------------------------------------------------------------------- # # 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. +# 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. +# * Initial SWF output support +# * Fixed a bug in the animation code, now the projection matrix is +# recalculated at each frame! # # --------------------------------------------------------------------- import Blender -from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera +from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window from Blender.Mathutils import * from math import * +import sys, time + +# Constants +EPS = 10e-5 + +# We use a global progress Indicator Object +progress = None # Some global settings -PRINT_POLYGONS = True +class config: + polygons = dict() + polygons['SHOW'] = True + polygons['SHADING'] = 'FLAT' + #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL' + polygons['HSR'] = 'PAINTER' + # Hidden to the user for now + polygons['EXPANSION_TRICK'] = True -POLYGON_EXPANSION_TRICK = True # Hidden to the user for now + polygons['TOON_LEVELS'] = 2 -PRINT_EDGES = False -SHOW_HIDDEN_EDGES = False -EDGE_STYLE = 'silhouette' -EDGES_WIDTH = 0.5 + edges = dict() + edges['SHOW'] = False + edges['SHOW_HIDDEN'] = False + edges['STYLE'] = 'MESH' # or SILHOUETTE + edges['STYLE'] = 'SILHOUETTE' + edges['WIDTH'] = 2 + edges['COLOR'] = [0, 0, 0] -RENDER_ANIMATION = False + output = dict() + output['FORMAT'] = 'SVG' + output['FORMAT'] = 'SWF' + output['ANIMATION'] = True + output['JOIN_OBJECTS'] = True -OPTIMIZE_FOR_SPACE = True -OUTPUT_FORMAT = 'SVG' +# Utility functions +def sign(x): + + if x < -EPS: + return -1 + elif x > EPS: + return 1 + else: + return 0 # --------------------------------------------------------------------- # -## Utility Mesh class +## Mesh Utility 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 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 isVisibleEdge(e, mesh): - """Normal edge selection rule. + def isMeshEdge(adjacent_faces): + """Mesh edge rule. - An edge is visible if _any_ of its adjacent faces is selected. + 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. """ - adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh) - if len(adjacent_faces) == 0: return True @@ -137,7 +196,7 @@ class MeshUtils: else: return False - def isSilhouetteEdge(e, mesh): + def isSilhouetteEdge(adjacent_faces): """Silhuette selection rule. An edge is a silhuette edge if it is shared by two faces with @@ -145,8 +204,6 @@ class MeshUtils: 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) @@ -154,12 +211,51 @@ class MeshUtils: return True else: return False - - getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces) - isVisibleEdge = staticmethod(isVisibleEdge) + + 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) + # --------------------------------------------------------------------- # @@ -196,11 +292,10 @@ class Projector: fovy = fovy * 360.0/pi # 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: + if camera.type == 0: mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) + elif camera.type == 1: + mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale) # View transformation cam = Matrix(cameraObj.getInverseMatrix()) @@ -222,11 +317,16 @@ class Projector: """ # 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() - - if p[3]>0: + + # 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 @@ -234,6 +334,7 @@ class Projector: return p + ## # Private methods # @@ -286,6 +387,171 @@ class Projector: return m +# --------------------------------------------------------------------- +# +## 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) + + # --------------------------------------------------------------------- # @@ -350,7 +616,8 @@ class VectorWriter: return def close(self): - self.file.close() + if self.file: + self.file.close() return def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, @@ -460,16 +727,16 @@ class SVGVectorWriter(VectorWriter): """Print SVG header.""" self.file.write("\n") - self.file.write("\n") - self.file.write("\n") + self.file.write("\n\n" % + self.file.write("\twidth=\"%d\" height=\"%d\">\n\n" % self.canvasSize) if self.animation: - self.file.write("""\n