X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/e393259b57de5b2e22bcdeb498839eee817a4432..2a59bfdb7dfdc76e8a5f25fa74971aae6627e643:/vrm.py diff --git a/vrm.py b/vrm.py index aa73b10..b121765 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. @@ -42,89 +42,712 @@ __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? +# - 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. +# - set the background color! +# - Check memory use!! # # --------------------------------------------------------------------- # # 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'] = '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' # or SILHOUETTE + edges['WIDTH'] = 2 + edges['COLOR'] = [0, 0, 0] + + output = dict() + output['FORMAT'] = 'SVG' + output['ANIMATION'] = False + output['JOIN_OBJECTS'] = True + + #output['FORMAT'] = 'SWF' + #output['ANIMATION'] = True + -POLYGON_EXPANSION_TRICK = True # Hidden to the user for now +# Utility functions +print_debug = False -PRINT_EDGES = False -SHOW_HIDDEN_EDGES = False -EDGE_STYLE = 'silhouette' -EDGES_WIDTH = 0.5 +def dumpfaces(flist, filename): + """Dump a single face to a file. + """ + if not print_debug: + return + + class tmpmesh: + pass + + m = tmpmesh() + m.faces = flist -RENDER_ANIMATION = False + writerobj = SVGVectorWriter(filename) -OPTIMIZE_FOR_SPACE = True + writerobj.open() + writerobj._printPolygons(m) -OUTPUT_FORMAT = 'SVG' + writerobj.close() +def debug(msg): + if print_debug: + sys.stderr.write(msg) + +def EQ(v1, v2): + return (abs(v1[0]-v2[0]) < EPS and + abs(v1[1]-v2[1]) < EPS ) +by_furthest_z = (lambda f1, f2: + cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS) + ) + +def sign(x): + + if x < -EPS: + #if x < 0: + return -1 + elif x > EPS: + #elif x > 0: + return 1 + else: + return 0 # --------------------------------------------------------------------- # -## Utility Mesh class +## HSR Utility class # # --------------------------------------------------------------------- -class MeshUtils: - def getEdgeAdjacentFaces(edge, mesh): - """Get the faces adjacent to a given edge. +EPS = 10e-5 +INF = 10e5 + +class HSR: + """A utility class for HSR processing. + """ + + def is_nonplanar_quad(face): + """Determine if a quad is non-planar. + + From: http://mathworld.wolfram.com/Coplanar.html - There can be 0, 1 or more (usually 2) faces adjacent to an edge. + Geometric objects lying in a common plane are said to be coplanar. + Three noncollinear points determine a plane and so are trivially coplanar. + Four points are coplanar iff the volume of the tetrahedron defined by them is + 0, + + | x_1 y_1 z_1 1 | + | x_2 y_2 z_2 1 | + | x_3 y_3 z_3 1 | + | x_4 y_4 z_4 1 | == 0 + + Coplanarity is equivalent to the statement that the pair of lines + determined by the four points are not skew, and can be equivalently stated + in vector form as (x_3-x_1).[(x_2-x_1)x(x_4-x_3)]==0. + + An arbitrary number of n points x_1, ..., x_n can be tested for + coplanarity by finding the point-plane distances of the points + x_4, ..., x_n from the plane determined by (x_1,x_2,x_3) + and checking if they are all zero. + If so, the points are all coplanar. + + We here check only for 4-point complanarity. """ - adjface_list = [] + n = len(face) - for f in mesh.faces: - if (edge.v1 in f.v) and (edge.v2 in f.v): - adjface_list.append(f) + # assert(n>4) + if n < 3 or n > 4: + print "ERROR a mesh in Blender can't have more than 4 vertices or less than 3" + raise AssertionError + + elif n == 3: + # three points must be complanar + return False + else: # n == 4 + x1 = Vector(face[0].co) + x2 = Vector(face[1].co) + x3 = Vector(face[2].co) + x4 = Vector(face[3].co) + + v = (x3-x1) * CrossVecs((x2-x1), (x4-x3)) + if v != 0: + return True + + return False + + is_nonplanar_quad = staticmethod(is_nonplanar_quad) + + def pointInPolygon(poly, v): + return False + + pointInPolygon = staticmethod(pointInPolygon) + + def edgeIntersection(s1, s2, do_perturbate=False): + + (x1, y1) = s1[0].co[0], s1[0].co[1] + (x2, y2) = s1[1].co[0], s1[1].co[1] + + (x3, y3) = s2[0].co[0], s2[0].co[1] + (x4, y4) = s2[1].co[0], s2[1].co[1] + + #z1 = s1[0].co[2] + #z2 = s1[1].co[2] + #z3 = s2[0].co[2] + #z4 = s2[1].co[2] + + + # calculate delta values (vector components) + dx1 = x2 - x1; + dx2 = x4 - x3; + dy1 = y2 - y1; + dy2 = y4 - y3; + + #dz1 = z2 - z1; + #dz2 = z4 - z3; + + C = dy2 * dx1 - dx2 * dy1 # /* cross product */ + if C == 0: #/* parallel */ + return None + + dx3 = x1 - x3 # /* combined origin offset vector */ + dy3 = y1 - y3 + + a1 = (dy3 * dx2 - dx3 * dy2) / C; + a2 = (dy3 * dx1 - dx3 * dy1) / C; + + # check for degeneracies + #print_debug("\n") + #print_debug(str(a1)+"\n") + #print_debug(str(a2)+"\n\n") + + if (a1 == 0 or a1 == 1 or a2 == 0 or a2 == 1): + # Intersection on boundaries, we consider the point external? + return None + + elif (a1>0.0 and a1<1.0 and a2>0.0 and a2<1.0): # /* lines cross */ + x = x1 + a1*dx1 + y = y1 + a1*dy1 + + #z = z1 + a1*dz1 + z = 0 + return (NMesh.Vert(x, y, z), a1, a2) + + else: + # lines have intersections but not those segments + return None + + edgeIntersection = staticmethod(edgeIntersection) + + def isVertInside(self, v): + winding_number = 0 + coincidence = False + + # Create point at infinity + point_at_infinity = NMesh.Vert(-INF, v.co[1], -INF) + + for i in range(len(self.v)): + s1 = (point_at_infinity, v) + s2 = (self.v[i-1], self.v[i]) + + if EQ(v.co, s2[0].co) or EQ(v.co, s2[1].co): + coincidence = True + + if HSR.edgeIntersection(s1, s2, do_perturbate=False): + winding_number += 1 + + # Check even or odd + if winding_number % 2 == 0 : + return False + else: + if coincidence: + return False + return True + + isVertInside = staticmethod(isVertInside) + + def projectionsOverlap(f1, f2): + """ If you have nonconvex, but still simple polygons, an acceptable method + is to iterate over all vertices and perform the Point-in-polygon test[1]. + The advantage of this method is that you can compute the exact + intersection point and collision normal that you will need to simulate + collision. When you have the point that lies inside the other polygon, you + just iterate over all edges of the second polygon again and look for edge + intersections. Note that this method detects collsion when it already + happens. This algorithm is fast enough to perform it hundreds of times per + sec. """ + + for i in range(len(f1.v)): + + + # If a point of f1 in inside f2, there is an overlap! + v1 = f1.v[i] + if HSR.isVertInside(f2, v1): + return True + + # If not the polygon can be ovelap as well, so we check for + # intersection between an edge of f1 and all the edges of f2 + + v0 = f1.v[i-1] + + for j in range(len(f2.v)): + v2 = f2.v[j-1] + v3 = f2.v[j] + + e1 = v0, v1 + e2 = v2, v3 + + intrs = HSR.edgeIntersection(e1, e2) + if intrs: + #print_debug(str(v0.co) + " " + str(v1.co) + " " + + # str(v2.co) + " " + str(v3.co) ) + #print_debug("\nIntersection\n") + + return True + + return False + + projectionsOverlap = staticmethod(projectionsOverlap) + + def midpoint(p1, p2): + """Return the midpoint of two vertices. + """ + m = MidpointVecs(Vector(p1), Vector(p2)) + mv = NMesh.Vert(m[0], m[1], m[2]) + + return mv + + midpoint = staticmethod(midpoint) + + def facesplit(P, Q, facelist, nmesh): + """Split P or Q according to the strategy illustrated in the Newell's + paper. + """ + + by_furthest_z = (lambda f1, f2: + cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS) + ) + + # Choose if split P on Q plane or vice-versa + + n = 0 + for Pi in P: + d = HSR.Distance(Vector(Pi), Q) + if d <= EPS: + n += 1 + pIntersectQ = (n != len(P)) + + n = 0 + for Qi in Q: + d = HSR.Distance(Vector(Qi), P) + if d >= -EPS: + n += 1 + qIntersectP = (n != len(Q)) + + newfaces = [] + + # 1. If parts of P lie in both half-spaces of Q + # then splice P in two with the plane of Q + if pIntersectQ: + #print "We split P" + f = P + plane = Q + + newfaces = HSR.splitOn(plane, f) + + # 2. Else if parts of Q lie in both half-space of P + # then splice Q in two with the plane of P + if qIntersectP and newfaces == None: + #print "We split Q" + f = Q + plane = P + + newfaces = HSR.splitOn(plane, f) + #print "After" + + # 3. Else slice P in half through the mid-point of + # the longest pair of opposite sides + if newfaces == None: + + print "We ignore P..." + facelist.remove(P) + return facelist + + #f = P + + #if len(P)==3: + # v1 = midpoint(f[0], f[1]) + # v2 = midpoint(f[1], f[2]) + #if len(P)==4: + # v1 = midpoint(f[0], f[1]) + # v2 = midpoint(f[2], f[3]) + #vec3 = (Vector(v2)+10*Vector(f.normal)) + # + #v3 = NMesh.Vert(vec3[0], vec3[1], vec3[2]) + + #plane = NMesh.Face([v1, v2, v3]) + # + #newfaces = splitOn(plane, f) + + + if newfaces == None: + print "Big FAT problem, we weren't able to split POLYGONS!" + raise AssertionError + + #print newfaces + if newfaces: + #for v in f: + # if v not in plane and v in nmesh.verts: + # nmesh.verts.remove(v) + for nf in newfaces: + + nf.mat = f.mat + nf.sel = f.sel + nf.col = [f.col[0]] * len(nf.v) + + nf.smooth = 0 + + for v in nf: + nmesh.verts.append(v) + # insert pieces in the list + facelist.append(nf) + + facelist.remove(f) + + # and resort the faces + facelist.sort(by_furthest_z) + facelist.sort(lambda f1, f2: cmp(f1.smooth, f2.smooth)) + facelist.reverse() + + #print [ f.smooth for f in facelist ] + + return facelist + + facesplit = staticmethod(facesplit) + + def isOnSegment(v1, v2, p, extremes_internal=False): + """Check if point p is in segment v1v2. + """ + + l1 = (v1-p).length + l2 = (v2-p).length + + # Should we consider extreme points as internal ? + # The test: + # if p == v1 or p == v2: + if l1 < EPS or l2 < EPS: + return extremes_internal + + l = (v1-v2).length + + # if the sum of l1 and l2 is circa l, then the point is on segment, + if abs(l - (l1+l2)) < EPS: + return True + else: + return False - return adjface_list + isOnSegment = staticmethod(isOnSegment) - def isVisibleEdge(e, mesh): - """Normal edge selection rule. + def Distance(point, face): + """ Calculate the distance between a point and a face. - An edge is visible if _any_ of its adjacent faces is selected. + An alternative but more expensive method can be: + + ip = Intersect(Vector(face[0]), Vector(face[1]), Vector(face[2]), + Vector(face.no), Vector(point), 0) + + d = Vector(ip - point).length + + See: http://mathworld.wolfram.com/Point-PlaneDistance.html + """ + + p = Vector(point) + plNormal = Vector(face.no) + plVert0 = Vector(face.v[0]) + + d = (plVert0 * plNormal) - (p * plNormal) + + #d = plNormal * (plVert0 - p) + + #print "\nd: %.10f - sel: %d, %s\n" % (d, face.sel, str(point)) + + return d + + Distance = staticmethod(Distance) + + def makeFaces(vl): + # + # make one or two new faces based on a list of vertex-indices + # + newfaces = [] + + if len(vl) <= 4: + nf = NMesh.Face() + + for v in vl: + nf.v.append(v) + + newfaces.append(nf) + + else: + nf = NMesh.Face() + + nf.v.append(vl[0]) + nf.v.append(vl[1]) + nf.v.append(vl[2]) + nf.v.append(vl[3]) + newfaces.append(nf) + + nf = NMesh.Face() + nf.v.append(vl[3]) + nf.v.append(vl[4]) + nf.v.append(vl[0]) + newfaces.append(nf) + + return newfaces + + makeFaces = staticmethod(makeFaces) + + def splitOn(Q, P): + """Split P using the plane of Q. + Logic taken from the knife.py python script + """ + + # Check if P and Q are parallel + u = CrossVecs(Vector(Q.no),Vector(P.no)) + ax = abs(u[0]) + ay = abs(u[1]) + az = abs(u[2]) + + if (ax+ay+az) < EPS: + print "PARALLEL planes!!" + return + + + # The final aim is to find the intersection line between P + # and the plane of Q, and split P along this line + + nP = len(P.v) + + # Calculate point-plane Distance between vertices of P and plane Q + d = [] + for i in range(0, nP): + d.append(HSR.Distance(P.v[i], Q)) + + newVertList = [] + + posVertList = [] + negVertList = [] + for i in range(nP): + d0 = d[i-1] + V0 = P.v[i-1] + + d1 = d[i] + V1 = P.v[i] + + #print "d0:", d0, "d1:", d1 + + # if the vertex lies in the cutplane + if abs(d1) < EPS: + #print "d1 On cutplane" + posVertList.append(V1) + negVertList.append(V1) + else: + # if the previous vertex lies in cutplane + if abs(d0) < EPS: + #print "d0 on Cutplane" + if d1 > 0: + #print "d1 on positive Halfspace" + posVertList.append(V1) + else: + #print "d1 on negative Halfspace" + negVertList.append(V1) + else: + # if they are on the same side of the plane + if d1*d0 > 0: + #print "On the same half-space" + if d1 > 0: + #print "d1 on positive Halfspace" + posVertList.append(V1) + else: + #print "d1 on negative Halfspace" + negVertList.append(V1) + + # the vertices are not on the same side of the plane, so we have an intersection + else: + #print "Intersection" + + e = Vector(V0), Vector(V1) + tri = Vector(Q[0]), Vector(Q[1]), Vector(Q[2]) + + inters = Intersect(tri[0], tri[1], tri[2], e[1]-e[0], e[0], 0) + if inters == None: + print "Split Break" + break + + #print "Intersection", inters + + nv = NMesh.Vert(inters[0], inters[1], inters[2]) + newVertList.append(nv) + + posVertList.append(nv) + negVertList.append(nv) + + if d1 > 0: + posVertList.append(V1) + else: + negVertList.append(V1) + + + # uniq + posVertList = [ u for u in posVertList if u not in locals()['_[1]'] ] + negVertList = [ u for u in negVertList if u not in locals()['_[1]'] ] + + + # If vertex are all on the same half-space, return + #if len(posVertList) < 3: + # print "Problem, we created a face with less that 3 verteices??" + # posVertList = [] + #if len(negVertList) < 3: + # print "Problem, we created a face with less that 3 verteices??" + # negVertList = [] + + if len(posVertList) < 3 or len(negVertList) < 3: + print "RETURN NONE, SURE???" + return None + + + newfaces = HSR.addNewFaces(posVertList, negVertList) + + return newfaces + + splitOn = staticmethod(splitOn) + + def addNewFaces(posVertList, negVertList): + # Create new faces resulting from the split + outfaces = [] + if len(posVertList) or len(negVertList): + + #newfaces = [posVertList] + [negVertList] + newfaces = ( [[ NMesh.Vert(v[0], v[1], v[2]) for v in posVertList]] + + [[ NMesh.Vert(v[0], v[1], v[2]) for v in negVertList]] ) + + for nf in newfaces: + if nf and len(nf)>2: + outfaces += HSR.makeFaces(nf) + + return outfaces + + + addNewFaces = staticmethod(addNewFaces) + + +# --------------------------------------------------------------------- +# +## 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. """ - adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh) - if len(adjacent_faces) == 0: return True @@ -135,7 +758,7 @@ 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 @@ -143,8 +766,6 @@ 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) @@ -152,12 +773,52 @@ 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) + # --------------------------------------------------------------------- # @@ -194,11 +855,10 @@ 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()) @@ -220,11 +880,16 @@ 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 @@ -232,6 +897,7 @@ class Projector: return p + ## # Private methods # @@ -284,6 +950,171 @@ 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) + + # --------------------------------------------------------------------- # @@ -348,7 +1179,8 @@ class VectorWriter: return def close(self): - self.file.close() + if self.file: + self.file.close() return def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, @@ -408,6 +1240,7 @@ class SVGVectorWriter(VectorWriter): self.file.write("\n" % (framenumber, framestyle) ) + for obj in Objects: if(obj.getType() != 'Mesh'): @@ -457,16 +1290,16 @@ 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