From: Antonio Ospite Date: Sat, 20 Jan 2007 14:55:13 +0000 (+0100) Subject: SWF output support X-Git-Tag: vrm-0.3~16 X-Git-Url: https://git.ao2.it/vrm.git/commitdiff_plain/fbf9bf8ccfcd931b3e99429b2b0f392ada855a9c?ds=sidebyside SWF output support * Initial SWF output support * Fixed a bug in the animation code, now the projection matrix is recalculated at each frame! Signed-off-by: Antonio Ospite --- diff --git a/vrm.py b/vrm.py index 5e2c128..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! # # --------------------------------------------------------------------- @@ -88,15 +91,18 @@ import sys, time # Constants EPS = 10e-5 +# We use a global progress Indicator Object +progress = None + # Some global settings class config: polygons = dict() polygons['SHOW'] = True - polygons['SHADING'] = 'TOON' + 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 @@ -106,12 +112,14 @@ class config: edges['SHOW'] = False edges['SHOW_HIDDEN'] = False 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 @@ -119,12 +127,12 @@ class config: # Utility functions def sign(x): - if x < 0: + if x < -EPS: return -1 - elif x > 0: + elif x > EPS: return 1 - #else: - # return 0 + else: + return 0 # --------------------------------------------------------------------- @@ -608,7 +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, @@ -862,6 +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 @@ -881,6 +1080,7 @@ edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge # A dictionary to collect the supported output formats outputWriters = dict() outputWriters['SVG'] = SVGVectorWriter +outputWriters['SWF'] = SWFVectorWriter class Renderer: @@ -913,12 +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'] @@ -970,6 +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 : @@ -1031,14 +1231,11 @@ class Renderer: mesh = obj.getData(mesh=1) - # Triangolarize the mesh?? - for f in mesh.faces: f.sel = 1 - mesh.quadToTriangle() - self._doModelingTransformation(mesh, obj.matrix) self._doBackFaceCulling(mesh) + # When doing HSR with NEWELL we may want to flip all normals # toward the viewer if config.polygons['HSR'] == "NEWELL": @@ -1050,7 +1247,6 @@ class Renderer: self._doLighting(mesh) - # Do "projection" now so we perform further processing # in Normalized View Coordinates self._doProjection(mesh, self.proj) @@ -1061,7 +1257,6 @@ class Renderer: self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']]) - # Update the object data, important! :) mesh.update() @@ -1454,7 +1649,8 @@ 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)) @@ -1472,13 +1668,15 @@ class Renderer: nmesh.update() + def __newellDepthSort(self, mesh): """Newell's depth sorting. """ - from hsrtk import * + #global progress + # Find non planar quads and convert them to triangle #for f in mesh.faces: # f.sel = 0 @@ -1490,6 +1688,7 @@ class Renderer: # 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) @@ -1498,7 +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 @@ -1511,7 +1709,6 @@ class Renderer: # The steps are _at_least_ equal to len(facelist), we do not count the # feces coming out from splitting!! - global progress progress.setActivity("HSR: Newell", len(facelist)) #progress.setQuiet(True) @@ -1524,9 +1721,9 @@ class Renderer: pSign = sign(P.normal[2]) # We can discard faces parallel to the view vector - if P.normal[2] == 0: - facelist.remove(P) - continue + #if P.normal[2] == 0: + # facelist.remove(P) + # continue split_done = 0 face_marked = 0 @@ -1545,7 +1742,7 @@ class Renderer: zP = [v.co[2] for v in P.v] zQ = [v.co[2] for v in Q.v] - notZOverlap = min(zP) > max(zQ)+EPS + notZOverlap = min(zP) > max(zQ) + EPS if notZOverlap: debug("\nTest 0\n") @@ -1685,16 +1882,18 @@ 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 + #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() @@ -2003,9 +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__":