X-Git-Url: https://git.ao2.it/vrm.git/blobdiff_plain/e698795c41649342529627cf69716979fc2ede02..fbf9bf8ccfcd931b3e99429b2b0f392ada855a9c:/vrm.py diff --git a/vrm.py b/vrm.py index 7cf79bc..26a14d7 100755 --- a/vrm.py +++ b/vrm.py @@ -76,6 +76,9 @@ __bpydoc__ = """\ # * 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! # # --------------------------------------------------------------------- @@ -85,6 +88,12 @@ 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 @@ -93,7 +102,7 @@ class config: polygons['SHOW'] = True polygons['SHADING'] = 'FLAT' #polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL' - polygons['HSR'] = 'NEWELL' + polygons['HSR'] = 'PAINTER' # Hidden to the user for now polygons['EXPANSION_TRICK'] = True @@ -102,26 +111,22 @@ class config: edges = dict() edges['SHOW'] = False edges['SHOW_HIDDEN'] = False - edges['STYLE'] = 'MESH' + edges['STYLE'] = 'MESH' # or SILHOUETTE + edges['STYLE'] = 'SILHOUETTE' edges['WIDTH'] = 2 edges['COLOR'] = [0, 0, 0] output = dict() output['FORMAT'] = 'SVG' - output['ANIMATION'] = False + output['FORMAT'] = 'SWF' + output['ANIMATION'] = True output['JOIN_OBJECTS'] = True # Utility functions -print_debug = False -def debug(msg): - if print_debug: - sys.stderr.write(msg) - -EPS = 10e-5 - def sign(x): + if x < -EPS: return -1 elif x > EPS: @@ -611,7 +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, @@ -810,8 +816,8 @@ class SVGVectorWriter(VectorWriter): opacity_string = "" if color[3] != 255: opacity = float(color[3])/255.0 - #opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity) - opacity_string = "opacity: %g;" % (opacity) + opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity) + #opacity_string = "opacity: %g;" % (opacity) self.file.write("\tstyle=\"fill:" + str_col + ";") self.file.write(opacity_string) @@ -865,6 +871,196 @@ class SVGVectorWriter(VectorWriter): self.file.write("\n") +## SWF Writer + +from ming import * + +class SWFVectorWriter(VectorWriter): + """A concrete class for writing SWF output. + """ + + def __init__(self, fileName): + """Simply call the parent Contructor. + """ + VectorWriter.__init__(self, fileName) + + self.movie = None + self.sprite = None + + + ## + # Public Methods + # + + def open(self, startFrame=1, endFrame=1): + """Do some initialization operations. + """ + VectorWriter.open(self, startFrame, endFrame) + self.movie = SWFMovie() + self.movie.setDimension(self.canvasSize[0], self.canvasSize[1]) + # set fps + self.movie.setRate(25) + numframes = endFrame - startFrame + 1 + self.movie.setFrames(numframes) + + def close(self): + """Do some finalization operation. + """ + self.movie.save(self.outputFileName) + + # remember to call the close method of the parent + VectorWriter.close(self) + + def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, + showHiddenEdges=False): + """Convert the scene representation to SVG. + """ + context = scene.getRenderingContext() + framenumber = context.currentFrame() + + Objects = scene.getChildren() + + if self.sprite: + self.movie.remove(self.sprite) + + sprite = SWFSprite() + + for obj in Objects: + + if(obj.getType() != 'Mesh'): + continue + + mesh = obj.getData(mesh=1) + + if doPrintPolygons: + self._printPolygons(mesh, sprite) + + if doPrintEdges: + self._printEdges(mesh, sprite, showHiddenEdges) + + sprite.nextFrame() + i = self.movie.add(sprite) + # Remove the instance the next time + self.sprite = i + if self.animation: + self.movie.nextFrame() + + + ## + # 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 _printPolygons(self, mesh, sprite): + """Print the selected (visible) polygons. + """ + + if len(mesh.faces) == 0: + return + + for face in mesh.faces: + if not face.sel: + continue + + if face.col: + fcol = face.col[0] + color = [fcol.r, fcol.g, fcol.b, fcol.a] + else: + color = [255, 255, 255, 255] + + s = SWFShape() + f = s.addFill(color[0], color[1], color[2], color[3]) + s.setRightFill(f) + + # The starting point of the shape + p0 = self._calcCanvasCoord(face.verts[0]) + s.movePenTo(p0[0], p0[1]) + + + for v in face.verts[1:]: + p = self._calcCanvasCoord(v) + s.drawLineTo(p[0], p[1]) + + # Closing the shape + s.drawLineTo(p0[0], p0[1]) + s.end() + sprite.add(s) + + + """ + # use the stroke property to alleviate the "adjacent edges" problem, + # we simulate polygon expansion using borders, + # see http://www.antigrain.com/svg/index.html for more info + stroke_width = 1.0 + + # EXPANSION TRICK is not that useful where there is transparency + if config.polygons['EXPANSION_TRICK'] and color[3] == 255: + # str_col = "#000000" # For debug + self.file.write(" stroke:%s;\n" % str_col) + self.file.write(" stroke-width:" + str(stroke_width) + ";\n") + self.file.write(" stroke-linecap:round;stroke-linejoin:round") + + """ + + def _printEdges(self, mesh, sprite, showHiddenEdges=False): + """Print the wireframe using mesh edges. + """ + + stroke_width = config.edges['WIDTH'] + stroke_col = config.edges['COLOR'] + + s = SWFShape() + + for e in mesh.edges: + + #Next, we set the line width and color for our shape. + s.setLine(stroke_width, stroke_col[0], stroke_col[1], stroke_col[2], + 255) + + if e.sel == 0: + if showHiddenEdges == False: + continue + else: + # SWF does not support dashed lines natively, so -for now- + # draw hidden lines thinner and half-trasparent + s.setLine(stroke_width/2, stroke_col[0], stroke_col[1], + stroke_col[2], 128) + + p1 = self._calcCanvasCoord(e.v1) + p2 = self._calcCanvasCoord(e.v2) + + # FIXME: this is just a qorkaround, remove that after the + # implementation of propoer Viewport clipping + if abs(p1[0]) < 3000 and abs(p2[0]) < 3000 and abs(p1[1]) < 3000 and abs(p1[2]) < 3000: + s.movePenTo(p1[0], p1[1]) + s.drawLineTo(p2[0], p2[1]) + + + s.end() + sprite.add(s) + + + # --------------------------------------------------------------------- # ## Rendering Classes @@ -884,6 +1080,7 @@ edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge # A dictionary to collect the supported output formats outputWriters = dict() outputWriters['SVG'] = SVGVectorWriter +outputWriters['SWF'] = SWFVectorWriter class Renderer: @@ -916,12 +1113,6 @@ class Renderer: # 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'] @@ -973,6 +1164,12 @@ class Renderer: # And Set our camera accordingly self.cameraObj = inputScene.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) + try: renderedScene = self.doRenderScene(inputScene) except : @@ -1038,6 +1235,7 @@ class Renderer: self._doBackFaceCulling(mesh) + # When doing HSR with NEWELL we may want to flip all normals # toward the viewer if config.polygons['HSR'] == "NEWELL": @@ -1049,7 +1247,6 @@ class Renderer: self._doLighting(mesh) - # Do "projection" now so we perform further processing # in Normalized View Coordinates self._doProjection(mesh, self.proj) @@ -1060,7 +1257,6 @@ class Renderer: self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']]) - # Update the object data, important! :) mesh.update() @@ -1356,7 +1552,7 @@ class Renderer: for l in self.lights: light_obj = l light_pos = self._getObjPosition(l) - light = light_obj.data + light = light_obj.getData() L = Vector(light_pos).normalize() @@ -1453,11 +1649,11 @@ class Renderer: solves HSR correctly only for convex meshes. """ - global progress + #global progress + # The sorting requires circa n*log(n) steps n = len(mesh.faces) progress.setActivity("HSR: Painter", n*log(n)) - by_furthest_z = (lambda f1, f2: progress.update() and cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2])+EPS) @@ -1472,92 +1668,27 @@ class Renderer: nmesh.update() - def __topologicalDepthSort(self, mesh): - """Occlusion based on topological occlusion. - - Build the occlusion graph of the mesh, - and then do topological sort on that graph - """ - return def __newellDepthSort(self, mesh): """Newell's depth sorting. """ - global 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) - ) - - mesh.quadToTriangle() - - from split import Distance, isOnSegment - - def projectionsOverlap(P, Q): - - for i in range(0, len(P.v)): - - v1 = Vector(P.v[i-1]) - v1[2] = 0 - v2 = Vector(P.v[i]) - v2[2] = 0 - - EPS = 10e-5 - - for j in range(0, len(Q.v)): - - v3 = Vector(Q.v[j-1]) - v3[2] = 0 - v4 = Vector(Q.v[j]) - v4[2] = 0 - - #print "\n\nTEST if we have coincidence!" - #print v1, v2 - #print v3, v4 - #print "distances:" - d1 = (v1-v3).length - d2 = (v1-v4).length - d3 = (v2-v3).length - d4 = (v2-v4).length - #print d1, d2, d3, d4 - #print "-----------------------\n" - - if d1 < EPS or d2 < EPS or d3 < EPS or d4 < EPS: - continue - - # TODO: Replace with LineIntersect2D in newer API - ret = LineIntersect(v1, v2, v3, v4) - - # if line v1-v2 and v3-v4 intersect both return - # values are the same. - if ret and ret[0] == ret[1] and isOnSegment(v1, v2, ret[0], True) and isOnSegment(v3, v4, ret[1], True): - - #l1 = (ret[0] - v1).length - #l2 = (ret[0] - v2).length + from hsrtk import * - #l3 = (ret[1] - v3).length - #l4 = (ret[1] - v4).length + #global progress - #print "New DISTACES againt the intersection point:" - #print l1, l2, l3, l4 - #print "-----------------------\n" + # Find non planar quads and convert them to triangle + #for f in mesh.faces: + # f.sel = 0 + # if is_nonplanar_quad(f.v): + # print "NON QUAD??" + # f.sel = 1 - #if l1 < EPS or l2 < EPS or l3 < EPS or l4 < EPS: - # continue - debug("Projections OVERLAP!!\n") - debug("line1:"+ - " M "+ str(v1[0])+','+str(v1[1]) + ' L ' + str(v2[0])+','+str(v2[1]) + '\n' + - " M "+ str(v3[0])+','+str(v3[1]) + ' L ' + str(v4[0])+','+str(v4[1]) + '\n' + - "\n") - debug("return: "+ str(ret)+"\n") - return True - - return False - - - from facesplit import facesplit + # Now reselect all faces + for f in mesh.faces: + f.sel = 1 + mesh.quadToTriangle() # FIXME: using NMesh to sort faces. We should avoid that! nmesh = NMesh.GetRaw(mesh.name) @@ -1566,7 +1697,6 @@ class Renderer: nmesh.faces.sort(by_furthest_z) nmesh.faces.reverse() - # Begin depth sort tests # use the smooth flag to set marked faces @@ -1576,9 +1706,6 @@ class Renderer: facelist = nmesh.faces[:] maplist = [] - EPS = 10e-5 - - global progress # The steps are _at_least_ equal to len(facelist), we do not count the # feces coming out from splitting!! @@ -1586,9 +1713,6 @@ class Renderer: #progress.setQuiet(True) - #split_done = 0 - #marked_face = 0 - while len(facelist): debug("\n----------------------\n") debug("len(facelits): %d\n" % len(facelist)) @@ -1597,9 +1721,9 @@ class Renderer: pSign = sign(P.normal[2]) # We can discard faces parallel to the view vector - if pSign == 0: - facelist.remove(P) - continue + #if P.normal[2] == 0: + # facelist.remove(P) + # continue split_done = 0 face_marked = 0 @@ -1611,8 +1735,9 @@ class Renderer: debug("\n") qSign = sign(Q.normal[2]) + # TODO: check also if Q is parallel?? - # We need to test only those Qs whose furthest vertex + # Test 0: We need to test only those Qs whose furthest vertex # is closer to the observer than the closest vertex of P. zP = [v.co[2] for v in P.v] @@ -1628,6 +1753,7 @@ class Renderer: else: debug("met a marked face\n") continue + # Test 1: X extent overlapping xP = [v.co[0] for v in P.v] @@ -1640,6 +1766,7 @@ class Renderer: debug("NOT X OVERLAP!\n") continue + # Test 2: Y extent Overlapping yP = [v.co[1] for v in P.v] yQ = [v.co[1] for v in Q.v] @@ -1679,21 +1806,18 @@ class Renderer: debug("Q IN FRONT OF P!\n") continue - # Test 5: Line Intersections... TODO - # Check if polygons effectively overlap each other, not only - # boundig boxes as done before. - # Since we We are working in normalized projection coordinates - # we kust check if polygons intersect. + + # Test 5: Check if projections of polygons effectively overlap, + # in previous tests we checked only bounding boxes. if not projectionsOverlap(P, Q): debug("\nTest 5\n") debug("Projections do not overlap!\n") continue + # We still can't say if P obscures Q. - # We still do not know if P obscures Q. - - # But if Q is marked we do a split trying to resolve a + # But if Q is marked we do a face-split trying to resolve a # difficulty (maybe a visibility cycle). if Q.smooth == 1: # Split P or Q @@ -1706,6 +1830,7 @@ class Renderer: # The question now is: Does Q obscure P? + # Test 3bis: Q vertices are all behind the plane of P n = 0 for Qi in Q: @@ -1757,15 +1882,21 @@ class Renderer: progress.update() + #if facelist == None: + # maplist = [P, Q] + # print [v.co for v in P] + # print [v.co for v in Q] + # break + # end of while len(facelist) nmesh.faces = maplist - for f in nmesh.faces: f.sel = 1 + nmesh.update() - #print nmesh.faces + def _doHiddenSurfaceRemoval(self, mesh): """Do HSR for the given mesh. @@ -2071,9 +2202,6 @@ def vectorize(filename): if editmode: Window.EditMode(1) -# We use a global progress Indicator Object -progress = None - # Here the main if __name__ == "__main__":