From 2103cf9355d55a740d387e6c0e3e0e7ca280decd Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 19 Oct 2014 19:09:49 +0200 Subject: Revert "Freestyle: rename module to export_svg" This reverts commit db249b787fe0875944e00df1a3d12a58d9a07249. --- release/scripts/freestyle/modules/export_svg.py | 305 --------------------- .../scripts/freestyle/modules/parameter_editor.py | 2 +- release/scripts/freestyle/modules/svg_export.py | 305 +++++++++++++++++++++ 3 files changed, 306 insertions(+), 306 deletions(-) delete mode 100644 release/scripts/freestyle/modules/export_svg.py create mode 100644 release/scripts/freestyle/modules/svg_export.py (limited to 'release/scripts/freestyle') diff --git a/release/scripts/freestyle/modules/export_svg.py b/release/scripts/freestyle/modules/export_svg.py deleted file mode 100644 index 92149b703c1..00000000000 --- a/release/scripts/freestyle/modules/export_svg.py +++ /dev/null @@ -1,305 +0,0 @@ -import bpy -import xml.etree.cElementTree as et - -from bpy.path import abspath -from bpy.app.handlers import persistent -from bpy_extras.object_utils import world_to_camera_view - -from freestyle.types import StrokeShader, ChainingIterator, BinaryPredicate1D, Interface0DIterator, AdjacencyIterator -from freestyle.utils import getCurrentScene, get_dashed_pattern, get_test_stroke -from freestyle.functions import GetShapeF1D, CurveMaterialF0D - -from itertools import dropwhile, repeat -from collections import OrderedDict - -__all__ = ( - "SVGPathShader", - "SVGFillShader", - "ShapeZ", - "indent_xml", - "svg_export_header", - "svg_export_animation", - ) - -# 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 -svg_primitive = """ - -""" - - -# xml namespaces -namespaces = { - "inkscape": "http://www.inkscape.org/namespaces/inkscape", - "svg": "http://www.w3.org/2000/svg", - } - -# - SVG export - # -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 - # fast-forward till the next visible vertex - it = dropwhile(f, it) - # yield next visible vertex - svert = next(it, None) - if svert is None: - break - x, y = svert.point - yield '{:.3f}, {:.3f} '.format(x, height - y) - # close current path - yield '" />' - - def shade(self, stroke): - stroke_to_paths = "".join(self.pathgen(stroke, self.path, self.h, self.split_at_invisible)).split("\n") - # convert to actual XML, check to prevent empty paths - self.elements.extend(et.XML(elem) for elem in stroke_to_paths if len(elem.strip()) > len(self.path)) - - def write(self): - """Write SVG data tree to file """ - tree = et.parse(self.filepath) - root = tree.getroot() - name = self._name - - # make for lineset as a whole (don't overwrite) - lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces) - if lineset_group is None: - lineset_group = et.XML('') - lineset_group.attrib = { - 'id': name, - 'xmlns:inkscape': namespaces["inkscape"], - 'inkscape:groupmode': 'lineset', - 'inkscape:label': name, - } - root.insert(0, lineset_group) - - # make for the current frame - id = "{}_frame_{:06n}".format(name, self.frame_current) - frame_group = et.XML("") - frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id} - frame_group.extend(self.elements) - lineset_group.append(frame_group) - - # write SVG to file - indent_xml(root) - tree.write(self.filepath, encoding='UTF-8', xml_declaration=True) - -# - Fill export - # -class ShapeZ(BinaryPredicate1D): - """Sort ViewShapes by their z-index""" - def __init__(self, scene): - BinaryPredicate1D.__init__(self) - self.z_map = dict() - self.scene = scene - - def __call__(self, i1, i2): - return self.get_z_curve(i1) < self.get_z_curve(i2) - - def get_z_curve(self, curve, func=GetShapeF1D()): - shape = func(curve)[0] - # get the shapes z-index - z = self.z_map.get(shape.id.first) - if z is None: - o = bpy.data.objects[shape.name] - z = world_to_camera_view(self.scene, self.scene.camera, o.location).z - self.z_map[shape.id.first] = z - return z - - -class SVGFillShader(StrokeShader): - """Creates SVG fills from the current stroke set""" - def __init__(self, filepath, height, name): - StrokeShader.__init__(self) - # use an ordered dict to maintain input and z-order - self.shape_map = OrderedDict() - self.filepath = filepath - self.h = height - self._name = name - - def shade(self, stroke, func=GetShapeF1D(), curvemat=CurveMaterialF0D()): - shape = func(stroke)[0] - shape = shape.id.first - item = self.shape_map.get(shape) - if len(stroke) > 2: - if item is not None: - item[0].append(stroke) - else: - # the shape is not yet present, let's create it. - material = curvemat(Interface0DIterator(stroke)) - *color, alpha = material.diffuse - self.shape_map[shape] = ([stroke], color, alpha) - # make the strokes of the second drawing invisible - for v in stroke: - v.attribute.visible = False - - @staticmethod - def pathgen(vertices, path, height): - yield path - for point in vertices: - x, y = point - yield '{:.3f}, {:.3f} '.format(x, height - y) - yield 'z" />' # closes the path; connects the current to the first point - - def write(self): - """Write SVG data tree to file """ - # initialize SVG - tree = et.parse(self.filepath) - root = tree.getroot() - name = self._name - - # create XML elements from the acquired data - elems = [] - path = ' for lineset as a whole (don't overwrite) - lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces) - if lineset_group is None: - lineset_group = et.XML('') - lineset_group.attrib = { - 'id': name, - 'xmlns:inkscape': namespaces["inkscape"], - 'inkscape:groupmode': 'lineset', - 'inkscape:label': name, - } - root.insert(0, lineset_group) - - # make for fills - frame_group = et.XML('') - frame_group.attrib = {'id': "layer_fills", 'inkscape:groupmode': 'fills', 'inkscape:label': 'fills'} - # reverse the elements so they are correctly ordered in the image - frame_group.extend(reversed(elems)) - lineset_group.insert(0, frame_group) - - # write SVG to file - indent_xml(root) - tree.write(self.filepath, encoding='UTF-8', xml_declaration=True) - - -def indent_xml(elem, level=0, indentsize=4): - """Prettifies XML code (used in SVG exporter) """ - i = "\n" + level * " " * indentsize - if len(elem): - if not elem.text or not elem.text.strip(): - elem.text = i + " " * indentsize - if not elem.tail or not elem.tail.strip(): - elem.tail = i - for elem in elem: - indent_xml(elem, level + 1) - if not elem.tail or not elem.tail.strip(): - elem.tail = i - elif level and (not elem.tail or not elem.tail.strip()): - elem.tail = i - -# - callbacks - # -@persistent -def svg_export_header(scene): - render = scene.render - if not (render.use_freestyle and render.use_svg_export): - return - #create new file (overwrite existing) - width, height = render.resolution_x, render.resolution_y - scale = render.resolution_percentage / 100 - - try: - with open(abspath(render.svg_path), "w") as f: - f.write(svg_primitive.format(int(width * scale), int(height * scale))) - except: - # invalid path is properly handled in the parameter editor - print("SVG export: invalid path") - -@persistent -def svg_export_animation(scene): - """makes an animation of the exported SVG file """ - render = scene.render - if render.use_freestyle and render.use_svg_export and render.svg_mode == 'ANIMATION': - write_animation(abspath(render.svg_path), 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)) - - 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', - } - - for j, (frame, fill) in enumerate(zip(frames, fills)): - id = 'anim_{}_{:06n}'.format(name, j + frame_begin) - # create animate tag - frame_anim = et.XML(''.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='UTF-8', xml_declaration=True) diff --git a/release/scripts/freestyle/modules/parameter_editor.py b/release/scripts/freestyle/modules/parameter_editor.py index 4a2d73fc838..0498213e6f4 100644 --- a/release/scripts/freestyle/modules/parameter_editor.py +++ b/release/scripts/freestyle/modules/parameter_editor.py @@ -107,7 +107,7 @@ from _freestyle import ( evaluateCurveMappingF, ) -from export_svg import ( +from svg_export import ( SVGPathShader, SVGFillShader, ShapeZ, diff --git a/release/scripts/freestyle/modules/svg_export.py b/release/scripts/freestyle/modules/svg_export.py new file mode 100644 index 00000000000..92149b703c1 --- /dev/null +++ b/release/scripts/freestyle/modules/svg_export.py @@ -0,0 +1,305 @@ +import bpy +import xml.etree.cElementTree as et + +from bpy.path import abspath +from bpy.app.handlers import persistent +from bpy_extras.object_utils import world_to_camera_view + +from freestyle.types import StrokeShader, ChainingIterator, BinaryPredicate1D, Interface0DIterator, AdjacencyIterator +from freestyle.utils import getCurrentScene, get_dashed_pattern, get_test_stroke +from freestyle.functions import GetShapeF1D, CurveMaterialF0D + +from itertools import dropwhile, repeat +from collections import OrderedDict + +__all__ = ( + "SVGPathShader", + "SVGFillShader", + "ShapeZ", + "indent_xml", + "svg_export_header", + "svg_export_animation", + ) + +# 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 +svg_primitive = """ + +""" + + +# xml namespaces +namespaces = { + "inkscape": "http://www.inkscape.org/namespaces/inkscape", + "svg": "http://www.w3.org/2000/svg", + } + +# - SVG export - # +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 + # fast-forward till the next visible vertex + it = dropwhile(f, it) + # yield next visible vertex + svert = next(it, None) + if svert is None: + break + x, y = svert.point + yield '{:.3f}, {:.3f} '.format(x, height - y) + # close current path + yield '" />' + + def shade(self, stroke): + stroke_to_paths = "".join(self.pathgen(stroke, self.path, self.h, self.split_at_invisible)).split("\n") + # convert to actual XML, check to prevent empty paths + self.elements.extend(et.XML(elem) for elem in stroke_to_paths if len(elem.strip()) > len(self.path)) + + def write(self): + """Write SVG data tree to file """ + tree = et.parse(self.filepath) + root = tree.getroot() + name = self._name + + # make for lineset as a whole (don't overwrite) + lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces) + if lineset_group is None: + lineset_group = et.XML('') + lineset_group.attrib = { + 'id': name, + 'xmlns:inkscape': namespaces["inkscape"], + 'inkscape:groupmode': 'lineset', + 'inkscape:label': name, + } + root.insert(0, lineset_group) + + # make for the current frame + id = "{}_frame_{:06n}".format(name, self.frame_current) + frame_group = et.XML("") + frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id} + frame_group.extend(self.elements) + lineset_group.append(frame_group) + + # write SVG to file + indent_xml(root) + tree.write(self.filepath, encoding='UTF-8', xml_declaration=True) + +# - Fill export - # +class ShapeZ(BinaryPredicate1D): + """Sort ViewShapes by their z-index""" + def __init__(self, scene): + BinaryPredicate1D.__init__(self) + self.z_map = dict() + self.scene = scene + + def __call__(self, i1, i2): + return self.get_z_curve(i1) < self.get_z_curve(i2) + + def get_z_curve(self, curve, func=GetShapeF1D()): + shape = func(curve)[0] + # get the shapes z-index + z = self.z_map.get(shape.id.first) + if z is None: + o = bpy.data.objects[shape.name] + z = world_to_camera_view(self.scene, self.scene.camera, o.location).z + self.z_map[shape.id.first] = z + return z + + +class SVGFillShader(StrokeShader): + """Creates SVG fills from the current stroke set""" + def __init__(self, filepath, height, name): + StrokeShader.__init__(self) + # use an ordered dict to maintain input and z-order + self.shape_map = OrderedDict() + self.filepath = filepath + self.h = height + self._name = name + + def shade(self, stroke, func=GetShapeF1D(), curvemat=CurveMaterialF0D()): + shape = func(stroke)[0] + shape = shape.id.first + item = self.shape_map.get(shape) + if len(stroke) > 2: + if item is not None: + item[0].append(stroke) + else: + # the shape is not yet present, let's create it. + material = curvemat(Interface0DIterator(stroke)) + *color, alpha = material.diffuse + self.shape_map[shape] = ([stroke], color, alpha) + # make the strokes of the second drawing invisible + for v in stroke: + v.attribute.visible = False + + @staticmethod + def pathgen(vertices, path, height): + yield path + for point in vertices: + x, y = point + yield '{:.3f}, {:.3f} '.format(x, height - y) + yield 'z" />' # closes the path; connects the current to the first point + + def write(self): + """Write SVG data tree to file """ + # initialize SVG + tree = et.parse(self.filepath) + root = tree.getroot() + name = self._name + + # create XML elements from the acquired data + elems = [] + path = ' for lineset as a whole (don't overwrite) + lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces) + if lineset_group is None: + lineset_group = et.XML('') + lineset_group.attrib = { + 'id': name, + 'xmlns:inkscape': namespaces["inkscape"], + 'inkscape:groupmode': 'lineset', + 'inkscape:label': name, + } + root.insert(0, lineset_group) + + # make for fills + frame_group = et.XML('') + frame_group.attrib = {'id': "layer_fills", 'inkscape:groupmode': 'fills', 'inkscape:label': 'fills'} + # reverse the elements so they are correctly ordered in the image + frame_group.extend(reversed(elems)) + lineset_group.insert(0, frame_group) + + # write SVG to file + indent_xml(root) + tree.write(self.filepath, encoding='UTF-8', xml_declaration=True) + + +def indent_xml(elem, level=0, indentsize=4): + """Prettifies XML code (used in SVG exporter) """ + i = "\n" + level * " " * indentsize + if len(elem): + if not elem.text or not elem.text.strip(): + elem.text = i + " " * indentsize + if not elem.tail or not elem.tail.strip(): + elem.tail = i + for elem in elem: + indent_xml(elem, level + 1) + if not elem.tail or not elem.tail.strip(): + elem.tail = i + elif level and (not elem.tail or not elem.tail.strip()): + elem.tail = i + +# - callbacks - # +@persistent +def svg_export_header(scene): + render = scene.render + if not (render.use_freestyle and render.use_svg_export): + return + #create new file (overwrite existing) + width, height = render.resolution_x, render.resolution_y + scale = render.resolution_percentage / 100 + + try: + with open(abspath(render.svg_path), "w") as f: + f.write(svg_primitive.format(int(width * scale), int(height * scale))) + except: + # invalid path is properly handled in the parameter editor + print("SVG export: invalid path") + +@persistent +def svg_export_animation(scene): + """makes an animation of the exported SVG file """ + render = scene.render + if render.use_freestyle and render.use_svg_export and render.svg_mode == 'ANIMATION': + write_animation(abspath(render.svg_path), 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)) + + 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', + } + + for j, (frame, fill) in enumerate(zip(frames, fills)): + id = 'anim_{}_{:06n}'.format(name, j + frame_begin) + # create animate tag + frame_anim = et.XML(''.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='UTF-8', xml_declaration=True) -- cgit v1.2.3