[Bf-extensions-cvs] [ede0137] temp-freestyle-svg: initial freestyle addon
Campbell Barton
noreply at git.blender.org
Mon Nov 24 22:55:42 CET 2014
Commit: ede0137b8da9c8d1a8ed107bfd812cb509ef9388
Author: Campbell Barton
Date: Mon Nov 24 22:55:52 2014 +0100
Branches: temp-freestyle-svg
https://developer.blender.org/rBAede0137b8da9c8d1a8ed107bfd812cb509ef9388
initial freestyle addon
===================================================================
A render_freestyle_svg.py
===================================================================
diff --git a/render_freestyle_svg.py b/render_freestyle_svg.py
new file mode 100644
index 0000000..1724629
--- /dev/null
+++ b/render_freestyle_svg.py
@@ -0,0 +1,492 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+bl_info = {
+ "name": "Export Freestyle edges to an .svg format",
+ "author": "Folkert de Vries",
+ "version": (1, 0),
+ "blender": (2, 72, 1),
+ "location": "properties > render > SVG Export",
+ "description": "Adds the functionality of exporting Freestyle's stylized edges as an .svg file",
+ "warning": "",
+ "wiki_url": "",
+ "category": "Render",
+ }
+
+import bpy
+import parameter_editor
+import os
+
+import xml.etree.cElementTree as et
+
+from freestyle.types import (
+ StrokeShader,
+ Interface0DIterator,
+ Operators,
+ BinaryPredicate1D,
+ )
+from freestyle.utils import getCurrentScene
+from freestyle.shaders import RoundCapShader, SquareCapShader
+from freestyle.functions import GetShapeF1D, CurveMaterialF0D
+from freestyle.predicates import (
+ AndUP1D,
+ ContourUP1D,
+ SameShapeIdBP1D,
+ NotUP1D,
+ QuantitativeInvisibilityUP1D,
+ TrueUP1D,
+ pyZBP1D,
+ )
+from freestyle.chainingiterators import ChainPredicateIterator
+from parameter_editor import get_dashed_pattern
+
+from bpy.props import (
+ StringProperty,
+ BoolProperty,
+ EnumProperty,
+ PointerProperty,
+ )
+from bpy.app.handlers import persistent
+
+from itertools import repeat, dropwhile
+from collections import OrderedDict
+from mathutils import Vector
+
+# register namespaces
+et.register_namespace("", "http://www.w3.org/2000/svg")
+et.register_namespace("inkscape", "http://www.inkscape.org/namespaces/inkscape")
+et.register_namespace("sodipodi", "http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd")
+
+
+# use utf-8 here to keep ElementTree happy, end result is utf-16
+svg_primitive = """<?xml version="1.0" encoding="ascii" standalone="no"?>
+<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="{:d}" height="{:d}">
+</svg>"""
+
+
+# xml namespaces
+namespaces = {
+ "inkscape": "http://www.inkscape.org/namespaces/inkscape",
+ "svg": "http://www.w3.org/2000/svg",
+ }
+
+def render_height(scene) -> int:
+ """Calculates the scene height in pixels"""
+ return int(scene.render.resolution_y * scene.render.resolution_percentage / 100)
+
+
+def create_path(scene) -> str:
+ """Creates the output path for the svg file"""
+ # current frame if rendering a single frame
+ # start frame when rendering an animation
+ frame = scene.frame_current if scene.svg_export.mode == 'FRAME' else scene.frame_start
+ return scene.render.frame_path(frame).split(".")[0] + ".svg"
+
+
+class svg_export(bpy.types.PropertyGroup):
+ """Implements the properties for the SVG exporter"""
+ bl_idname = "RENDER_PT_svg_export"
+
+ use_svg_export = BoolProperty(name="SVG Export", description="Export Freestyle edges to an .svg format")
+ split_at_invisible = BoolProperty(name="Split at Invisible", description="Split the stroke at an invisible vertex")
+ object_fill = BoolProperty(name="Fill Contours", description="Fill the contour with the object's material color")
+
+ _modes = [
+ ('FRAME', "Frame", "Export a single frame", 0),
+ ('ANIMATION', "Animation", "Export an animation", 1),
+ ]
+
+ mode = EnumProperty(items=_modes, name="Mode", default='FRAME')
+
+ _linejoins = [
+ ('MITTER', "Mitter", "Corners are sharp", 0),
+ ('ROUND', "Round", "Corners are smoothed", 1),
+ ('BEVEL', "Bevel", "Corners are bevelled", 2),
+ ]
+
+ linejoin = EnumProperty(items=_linejoins, name="Linejoin", default='ROUND')
+
+
+class SVGExporterPanel(bpy.types.Panel):
+ """Creates a Panel in the render context of the properties editor"""
+ bl_idname = "RENDER_PT_SVGExporterPanel"
+ bl_space_type = 'PROPERTIES'
+ bl_label = "Freestyle SVG Export"
+ bl_region_type = 'WINDOW'
+ bl_context = "render"
+
+ def draw_header(self, context):
+ self.layout.prop(context.scene.svg_export, "use_svg_export", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+ svg = scene.svg_export
+ freestyle = scene.render.layers.active.freestyle_settings
+
+ layout.active = svg.use_svg_export and freestyle.mode != 'SCRIPT'
+
+ row = layout.row()
+ row.prop(svg, "mode", expand=True)
+
+ row = layout.row()
+ row.prop(svg, "split_at_invisible")
+ row.prop(svg, "object_fill")
+
+ row = layout.row()
+ row.prop(svg, "linejoin", expand=True)
+
+ at persistent
+def svg_export_header(scene):
+ svg = scene.svg_export
+ render = scene.render
+
+ if not (render.use_freestyle and scene.svg_export.use_svg_export):
+ return
+
+ width, height = Vector((render.resolution_x, render.resolution_y)) * render.resolution_percentage / 100
+
+ # this may fail still. The error is printed to the console.
+ with open(create_path(scene), "w") as f:
+ f.write(svg_primitive.format(int(width), int(height)))
+
+ at persistent
+def svg_export_animation(scene):
+ """makes an animation of the exported SVG file """
+ render = scene.render
+ svg = scene.svg_export
+
+ if render.use_freestyle and svg.use_svg_export and svg.mode == 'ANIMATION':
+ write_animation(create_path(scene), scene.frame_start, render.fps)
+
+
+def write_animation(filepath, frame_begin, fps=25):
+ """Adds animate tags to the specified file."""
+ tree = et.parse(filepath)
+ root = tree.getroot()
+
+ linesets = tree.findall(".//svg:g[@inkscape:groupmode='lineset']", namespaces=namespaces)
+ for i, lineset in enumerate(linesets):
+ name = lineset.get('id')
+ frames = lineset.findall(".//svg:g[@inkscape:groupmode='frame']", namespaces=namespaces)
+ fills = lineset.findall(".//svg:g[@inkscape:groupmode='fills']", namespaces=namespaces)
+ fills = reversed(fills) if fills else repeat(None, len(frames))
+
+ print("-" * 10, "animate", "-" * 10)
+
+ n_of_frames = len(frames)
+ keyTimes = ";".join(str(round(x / n_of_frames, 3)) for x in range(n_of_frames)) + ";1"
+
+ style = {
+ 'attributeName': 'display',
+ 'values': "none;" * (n_of_frames - 1) + "inline;none",
+ 'repeatCount': 'indefinite',
+ 'keyTimes': keyTimes,
+ 'dur': str(n_of_frames / fps) + 's',
+ }
+
+ print(style)
+ print(n_of_frames)
+
+ for j, (frame, fill) in enumerate(zip(frames, fills)):
+ id = 'anim_{}_{:06n}'.format(name, j + frame_begin)
+ # create animate tag
+ frame_anim = et.XML('<animate id="{}" begin="{}s" />'.format(id, (j - n_of_frames) / fps))
+ # add per-lineset style attributes
+ frame_anim.attrib.update(style)
+ # add to the current frame
+ frame.append(frame_anim)
+ # append the animation to the associated fill as well (if valid)
+ if fill is not None:
+ fill.append(frame_anim)
+
+ # write SVG to file
+ indent_xml(root)
+ tree.write(filepath, encoding='ascii', xml_declaration=True)
+
+# - StrokeShaders - #
+class SVGPathShader(StrokeShader):
+ """Stroke Shader for writing stroke data to a .svg file."""
+ def __init__(self, name, style, filepath, res_y, split_at_invisible, frame_current):
+ StrokeShader.__init__(self)
+ # attribute 'name' of 'StrokeShader' objects is not writable, so _name is used
+ self._name = name
+ self.filepath = filepath
+ self.h = res_y
+ self.frame_current = frame_current
+ self.elements = []
+ self.split_at_invisible = split_at_invisible
+ # put style attributes into a single svg path definition
+ self.path = '\n<path ' + "".join('{}="{}" '.format(k, v) for k, v in style.items()) + 'd=" M '
+
+ @classmethod
+ def from_lineset(cls, lineset, filepath, res_y, split_at_invisible, frame_current, *, name=""):
+ """Builds a SVGPathShader using data from the given lineset"""
+ name = name or lineset.name
+ linestyle = lineset.linestyle
+ # extract style attributes from the linestyle and scene
+ svg = getCurrentScene().svg_export
+ style = {
+ 'fill': 'none',
+ 'stroke-width': linestyle.thickness,
+ 'stroke-linecap': linestyle.caps.lower(),
+ 'stroke-opacity': linestyle.alpha,
+ 'stroke': 'rgb({}, {}, {})'.format(*(int(c * 255) for c in linestyle.color)),
+ 'stroke-linejoin': svg.linejoin.lower(),
+ }
+ # get dashed line pattern (if specified)
+ if linestyle.use_dashed_line:
+ style['stroke-dasharray'] = ",".join(str(elem) for elem in get_dashed_pattern(linestyle))
+ # return instance
+ return cls(name, style, filepath, res_y, split_at_invisible, frame_current)
+
+ @staticmethod
+ def pathgen(stroke, path, height, split_at_invisible, f=lambda v: not v.attribute.visible):
+ """Generator that creates SVG paths (as strings) from the current stroke """
+ it = iter(stroke)
+ # start first path
+ yield path
+ for v in it:
+ x, y = v.point
+ yield '{:.3f}, {:.
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-extensions-cvs
mailing list