Damien Picard
c1611d930d
- UV Layout: "Encapsulate PostScript (.eps)" -> "Encapsulated" - Freestyle SVG Exporter: "Render Layers context" -> "View Layer context" - Rigify: "maintaned" -> "maintained" (typo) - UI Translate: "Blneder" -> "Blender" (typo)
776 lines
27 KiB
Python
776 lines
27 KiB
Python
# SPDX-FileCopyrightText: 2014-2022 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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bl_info = {
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"name": "Freestyle SVG Exporter",
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"author": "Folkert de Vries",
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"version": (1, 0),
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"blender": (2, 80, 0),
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"location": "Properties > Render > Freestyle SVG Export",
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"description": "Exports Freestyle's stylized edges in SVG format",
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"warning": "",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/render/render_freestyle_svg.html",
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"support": 'OFFICIAL',
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"category": "Render",
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}
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import bpy
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import parameter_editor
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import itertools
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import os
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import xml.etree.cElementTree as et
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from bpy.app.handlers import persistent
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from collections import OrderedDict
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from functools import partial
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from mathutils import Vector
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from freestyle.types import (
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StrokeShader,
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Interface0DIterator,
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Operators,
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Nature,
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StrokeVertex,
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)
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from freestyle.utils import (
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getCurrentScene,
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BoundingBox,
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is_poly_clockwise,
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StrokeCollector,
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material_from_fedge,
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get_object_name,
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)
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from freestyle.functions import (
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GetShapeF1D,
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CurveMaterialF0D,
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)
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from freestyle.predicates import (
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AndBP1D,
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AndUP1D,
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ContourUP1D,
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ExternalContourUP1D,
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MaterialBP1D,
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NotBP1D,
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NotUP1D,
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OrBP1D,
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OrUP1D,
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pyNatureUP1D,
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pyZBP1D,
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pyZDiscontinuityBP1D,
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QuantitativeInvisibilityUP1D,
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SameShapeIdBP1D,
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TrueBP1D,
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TrueUP1D,
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)
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from freestyle.chainingiterators import ChainPredicateIterator
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from parameter_editor import get_dashed_pattern
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from bpy.props import (
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BoolProperty,
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EnumProperty,
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PointerProperty,
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)
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# use utf-8 here to keep ElementTree happy, end result is utf-16
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svg_primitive = """<?xml version="1.0" encoding="ascii" standalone="no"?>
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<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
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"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
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<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="{:d}" height="{:d}">
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</svg>"""
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# xml namespaces
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namespaces = {
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"inkscape": "http://www.inkscape.org/namespaces/inkscape",
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"svg": "http://www.w3.org/2000/svg",
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"sodipodi": "http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd",
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"": "http://www.w3.org/2000/svg",
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}
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# wrap XMLElem.find, so the namespaces don't need to be given as an argument
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def find_xml_elem(obj, search, namespaces, *, all=False):
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if all:
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return obj.findall(search, namespaces=namespaces)
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return obj.find(search, namespaces=namespaces)
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find_svg_elem = partial(find_xml_elem, namespaces=namespaces)
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def render_height(scene):
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return int(scene.render.resolution_y * scene.render.resolution_percentage / 100)
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def render_width(scene):
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return int(scene.render.resolution_x * scene.render.resolution_percentage / 100)
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def format_rgb(color):
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return 'rgb({}, {}, {})'.format(*(int(v * 255) for v in color))
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# stores the state of the render, used to differ between animation and single frame renders.
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class RenderState:
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# Note that this flag is set to False only after the first frame
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# has been written to file.
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is_preview = True
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@persistent
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def render_init(scene):
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RenderState.is_preview = True
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@persistent
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def render_write(scene):
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RenderState.is_preview = False
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def is_preview_render(scene):
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return RenderState.is_preview or scene.svg_export.mode == 'FRAME'
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def create_path(scene):
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"""Creates the output path for the svg file"""
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path = os.path.dirname(scene.render.frame_path())
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file_dir_path = os.path.dirname(bpy.data.filepath)
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# try to use the given path if it is absolute
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if os.path.isabs(path):
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dirname = path
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# otherwise, use current file's location as a start for the relative path
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elif bpy.data.is_saved and file_dir_path:
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dirname = os.path.normpath(os.path.join(file_dir_path, path))
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# otherwise, use the folder from which blender was called as the start
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else:
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dirname = os.path.abspath(bpy.path.abspath(path))
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basename = bpy.path.basename(scene.render.filepath)
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if scene.svg_export.mode == 'FRAME':
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frame = "{:04d}".format(scene.frame_current)
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else:
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frame = "{:04d}-{:04d}".format(scene.frame_start, scene.frame_end)
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os.makedirs(dirname, exist_ok=True)
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return os.path.join(dirname, basename + frame + ".svg")
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class SVGExporterLinesetPanel(bpy.types.Panel):
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"""Creates a panel in the View Layer context of the properties editor"""
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bl_idname = "RENDER_PT_SVGExporterLinesetPanel"
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bl_space_type = 'PROPERTIES'
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bl_label = "Freestyle Line Style SVG Export"
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bl_region_type = 'WINDOW'
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bl_context = "view_layer"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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svg = scene.svg_export
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freestyle = context.window.view_layer.freestyle_settings
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try:
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linestyle = freestyle.linesets.active.linestyle
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except AttributeError:
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# Linestyles can be removed, so 0 linestyles is possible.
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# there is nothing to draw in those cases.
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# see https://developer.blender.org/T49855
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return
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else:
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layout.active = (svg.use_svg_export and freestyle.mode != 'SCRIPT')
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row = layout.row()
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column = row.column()
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column.prop(linestyle, 'use_export_strokes')
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column = row.column()
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column.active = svg.object_fill
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column.prop(linestyle, 'use_export_fills')
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row = layout.row()
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row.prop(linestyle, "stroke_color_mode", expand=True)
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class SVGExport(bpy.types.PropertyGroup):
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"""Implements the properties for the SVG exporter"""
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bl_idname = "RENDER_PT_svg_export"
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use_svg_export: BoolProperty(
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name="SVG Export",
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description="Export Freestyle edges to an .svg format",
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)
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split_at_invisible: BoolProperty(
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name="Split at Invisible",
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description="Split the stroke at an invisible vertex",
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)
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object_fill: BoolProperty(
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name="Fill Contours",
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description="Fill the contour with the object's material color",
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)
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mode: EnumProperty(
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name="Mode",
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items=(
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('FRAME', "Frame", "Export a single frame", 0),
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('ANIMATION', "Animation", "Export an animation", 1),
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),
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default='FRAME',
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)
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line_join_type: EnumProperty(
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name="Line Join",
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items=(
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('MITER', "Miter", "Corners are sharp", 0),
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('ROUND', "Round", "Corners are smoothed", 1),
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('BEVEL', "Bevel", "Corners are beveled", 2),
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),
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default='ROUND',
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)
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class SVGExporterPanel(bpy.types.Panel):
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"""Creates a Panel in the render context of the properties editor"""
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bl_idname = "RENDER_PT_SVGExporterPanel"
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bl_space_type = 'PROPERTIES'
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bl_label = "Freestyle SVG Export"
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bl_region_type = 'WINDOW'
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bl_context = "render"
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def draw_header(self, context):
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self.layout.prop(context.scene.svg_export, "use_svg_export", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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svg = scene.svg_export
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freestyle = context.window.view_layer.freestyle_settings
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layout.active = (svg.use_svg_export and freestyle.mode != 'SCRIPT')
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row = layout.row()
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row.prop(svg, "mode", expand=True)
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row = layout.row()
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row.prop(svg, "split_at_invisible")
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row.prop(svg, "object_fill")
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row = layout.row()
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row.prop(svg, "line_join_type", expand=True)
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@persistent
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def svg_export_header(scene):
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if not (scene.render.use_freestyle and scene.svg_export.use_svg_export):
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return
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# write the header only for the first frame when animation is being rendered
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if not is_preview_render(scene) and scene.frame_current != scene.frame_start:
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return
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# this may fail still. The error is printed to the console.
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with open(create_path(scene), "w") as f:
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f.write(svg_primitive.format(render_width(scene), render_height(scene)))
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@persistent
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def svg_export_animation(scene):
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"""makes an animation of the exported SVG file """
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render = scene.render
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svg = scene.svg_export
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if render.use_freestyle and svg.use_svg_export and not is_preview_render(scene):
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write_animation(create_path(scene), scene.frame_start, render.fps)
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def write_animation(filepath, frame_begin, fps):
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"""Adds animate tags to the specified file."""
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tree = et.parse(filepath)
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root = tree.getroot()
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linesets = find_svg_elem(tree, ".//svg:g[@inkscape:groupmode='lineset']", all=True)
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for i, lineset in enumerate(linesets):
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name = lineset.get('id')
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frames = find_svg_elem(lineset, ".//svg:g[@inkscape:groupmode='frame']", all=True)
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n_of_frames = len(frames)
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keyTimes = ";".join(str(round(x / n_of_frames, 3)) for x in range(n_of_frames)) + ";1"
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style = {
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'attributeName': 'display',
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'values': "none;" * (n_of_frames - 1) + "inline;none",
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'repeatCount': 'indefinite',
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'keyTimes': keyTimes,
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'dur': "{:.3f}s".format(n_of_frames / fps),
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}
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for j, frame in enumerate(frames):
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id = 'anim_{}_{:06n}'.format(name, j + frame_begin)
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# create animate tag
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frame_anim = et.XML('<animate id="{}" begin="{:.3f}s" />'.format(id, (j - n_of_frames) / fps))
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# add per-lineset style attributes
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frame_anim.attrib.update(style)
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# add to the current frame
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frame.append(frame_anim)
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# write SVG to file
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indent_xml(root)
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tree.write(filepath, encoding='ascii', xml_declaration=True)
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# - StrokeShaders - #
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class SVGPathShader(StrokeShader):
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"""Stroke Shader for writing stroke data to a .svg file."""
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def __init__(self, name, style, filepath, res_y, split_at_invisible, stroke_color_mode, frame_current):
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StrokeShader.__init__(self)
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# attribute 'name' of 'StrokeShader' objects is not writable, so _name is used
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self._name = name
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self.filepath = filepath
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self.h = res_y
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self.frame_current = frame_current
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self.elements = []
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self.split_at_invisible = split_at_invisible
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self.stroke_color_mode = stroke_color_mode # BASE | FIRST | LAST
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self.style = style
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@classmethod
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def from_lineset(cls, lineset, filepath, res_y, split_at_invisible, use_stroke_color, frame_current, *, name=""):
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"""Builds a SVGPathShader using data from the given lineset"""
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name = name or lineset.name
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linestyle = lineset.linestyle
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# extract style attributes from the linestyle and scene
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svg = getCurrentScene().svg_export
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style = {
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'fill': 'none',
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'stroke-width': linestyle.thickness,
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'stroke-linecap': linestyle.caps.lower(),
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'stroke-opacity': linestyle.alpha,
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'stroke': format_rgb(linestyle.color),
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'stroke-linejoin': svg.line_join_type.lower(),
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}
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# get dashed line pattern (if specified)
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if linestyle.use_dashed_line:
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style['stroke-dasharray'] = ",".join(str(elem) for elem in get_dashed_pattern(linestyle))
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# return instance
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return cls(name, style, filepath, res_y, split_at_invisible, use_stroke_color, frame_current)
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@staticmethod
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def pathgen(stroke, style, height, split_at_invisible, stroke_color_mode, f=lambda v: not v.attribute.visible):
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"""Generator that creates SVG paths (as strings) from the current stroke """
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if len(stroke) <= 1:
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return ""
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if stroke_color_mode != 'BASE':
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# try to use the color of the first or last vertex
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try:
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index = 0 if stroke_color_mode == 'FIRST' else -1
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color = format_rgb(stroke[index].attribute.color)
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style["stroke"] = color
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except (ValueError, IndexError):
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# default is linestyle base color
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pass
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# put style attributes into a single svg path definition
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path = '\n<path ' + "".join('{}="{}" '.format(k, v) for k, v in style.items()) + 'd=" M '
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it = iter(stroke)
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# start first path
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yield path
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for v in it:
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x, y = v.point
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yield '{:.3f}, {:.3f} '.format(x, height - y)
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if split_at_invisible and v.attribute.visible is False:
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# end current and start new path;
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yield '" />' + path
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# fast-forward till the next visible vertex
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it = itertools.dropwhile(f, it)
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# yield next visible vertex
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svert = next(it, None)
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if svert is None:
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break
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x, y = svert.point
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yield '{:.3f}, {:.3f} '.format(x, height - y)
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# close current path
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yield '" />'
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def shade(self, stroke):
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stroke_to_paths = "".join(self.pathgen(stroke, self.style, self.h, self.split_at_invisible, self.stroke_color_mode)).split("\n")
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# convert to actual XML. Empty strokes are empty strings; they are ignored.
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self.elements.extend(et.XML(elem) for elem in stroke_to_paths if elem) # if len(elem.strip()) > len(self.path))
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def write(self):
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"""Write SVG data tree to file """
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tree = et.parse(self.filepath)
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root = tree.getroot()
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name = self._name
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scene = bpy.context.scene
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# create <g> for lineset as a whole (don't overwrite)
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# when rendering an animation, frames will be nested in here, otherwise a group of strokes and optionally fills.
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lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(name))
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if lineset_group is None:
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lineset_group = et.XML('<g/>')
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lineset_group.attrib = {
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'id': name,
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'xmlns:inkscape': namespaces["inkscape"],
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'inkscape:groupmode': 'lineset',
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'inkscape:label': name,
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}
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root.append(lineset_group)
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# create <g> for the current frame
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id = "frame_{:04n}".format(self.frame_current)
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stroke_group = et.XML("<g/>")
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stroke_group.attrib = {
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'xmlns:inkscape': namespaces["inkscape"],
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'inkscape:groupmode': 'layer',
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'id': 'strokes',
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'inkscape:label': 'strokes'
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}
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# nest the structure
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stroke_group.extend(self.elements)
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if scene.svg_export.mode == 'ANIMATION':
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frame_group = et.XML("<g/>")
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frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id}
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frame_group.append(stroke_group)
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lineset_group.append(frame_group)
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else:
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lineset_group.append(stroke_group)
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# write SVG to file
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print("SVG Export: writing to", self.filepath)
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indent_xml(root)
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tree.write(self.filepath, encoding='ascii', xml_declaration=True)
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class SVGFillBuilder:
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def __init__(self, filepath, height, name):
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self.filepath = filepath
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self._name = name
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self.stroke_to_fill = partial(self.stroke_to_svg, height=height)
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@staticmethod
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def pathgen(vertices, path, height):
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yield path
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for point in vertices:
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x, y = point
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yield '{:.3f}, {:.3f} '.format(x, height - y)
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yield ' z" />' # closes the path; connects the current to the first point
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@staticmethod
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def get_merged_strokes(strokes):
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def extend_stroke(stroke, vertices):
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for vert in map(StrokeVertex, vertices):
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stroke.insert_vertex(vert, stroke.stroke_vertices_end())
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return stroke
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base_strokes = tuple(stroke for stroke in strokes if not is_poly_clockwise(stroke))
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merged_strokes = OrderedDict((s, list()) for s in base_strokes)
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for stroke in filter(is_poly_clockwise, strokes):
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for base in base_strokes:
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# don't merge when diffuse colors don't match
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if diffuse_from_stroke(stroke) != diffuse_from_stroke(stroke):
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continue
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# only merge when the 'hole' is inside the base
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elif stroke_inside_stroke(stroke, base):
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merged_strokes[base].append(stroke)
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break
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# if it isn't a hole, it is likely that there are two strokes belonging
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# to the same object separated by another object. let's try to join them
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elif (get_object_name(base) == get_object_name(stroke) and
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diffuse_from_stroke(stroke) == diffuse_from_stroke(stroke)):
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base = extend_stroke(base, (sv for sv in stroke))
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break
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else:
|
|
# if all else fails, treat this stroke as a base stroke
|
|
merged_strokes.update({stroke: []})
|
|
return merged_strokes
|
|
|
|
|
|
def stroke_to_svg(self, stroke, height, parameters=None):
|
|
if parameters is None:
|
|
*color, alpha = diffuse_from_stroke(stroke)
|
|
color = tuple(int(255 * c) for c in color)
|
|
parameters = {
|
|
'fill_rule': 'evenodd',
|
|
'stroke': 'none',
|
|
'fill-opacity': alpha,
|
|
'fill': 'rgb' + repr(color),
|
|
}
|
|
param_str = " ".join('{}="{}"'.format(k, v) for k, v in parameters.items())
|
|
path = '<path {} d=" M '.format(param_str)
|
|
vertices = (svert.point for svert in stroke)
|
|
s = "".join(self.pathgen(vertices, path, height))
|
|
result = et.XML(s)
|
|
return result
|
|
|
|
def create_fill_elements(self, strokes):
|
|
"""Creates ElementTree objects by merging stroke objects together and turning them into SVG paths."""
|
|
merged_strokes = self.get_merged_strokes(strokes)
|
|
for k, v in merged_strokes.items():
|
|
base = self.stroke_to_fill(k)
|
|
fills = (self.stroke_to_fill(stroke).get("d") for stroke in v)
|
|
merged_points = " ".join(fills)
|
|
base.attrib['d'] += merged_points
|
|
yield base
|
|
|
|
def write(self, strokes):
|
|
"""Write SVG data tree to file """
|
|
|
|
tree = et.parse(self.filepath)
|
|
root = tree.getroot()
|
|
scene = bpy.context.scene
|
|
name = self._name
|
|
|
|
lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(self._name))
|
|
if lineset_group is None:
|
|
lineset_group = et.XML('<g/>')
|
|
lineset_group.attrib = {
|
|
'id': name,
|
|
'xmlns:inkscape': namespaces["inkscape"],
|
|
'inkscape:groupmode': 'lineset',
|
|
'inkscape:label': name,
|
|
}
|
|
root.append(lineset_group)
|
|
print('added new lineset group ', name)
|
|
|
|
|
|
# <g> for the fills of the current frame
|
|
fill_group = et.XML('<g/>')
|
|
fill_group.attrib = {
|
|
'xmlns:inkscape': namespaces["inkscape"],
|
|
'inkscape:groupmode': 'layer',
|
|
'inkscape:label': 'fills',
|
|
'id': 'fills'
|
|
}
|
|
|
|
fill_elements = self.create_fill_elements(strokes)
|
|
fill_group.extend(reversed(tuple(fill_elements)))
|
|
if scene.svg_export.mode == 'ANIMATION':
|
|
# add the fills to the <g> of the current frame
|
|
frame_group = find_svg_elem(lineset_group, ".//svg:g[@id='frame_{:04n}']".format(scene.frame_current))
|
|
frame_group.insert(0, fill_group)
|
|
else:
|
|
lineset_group.insert(0, fill_group)
|
|
|
|
# write SVG to file
|
|
indent_xml(root)
|
|
tree.write(self.filepath, encoding='ascii', xml_declaration=True)
|
|
|
|
|
|
def stroke_inside_stroke(a, b):
|
|
box_a = BoundingBox.from_sequence(svert.point for svert in a)
|
|
box_b = BoundingBox.from_sequence(svert.point for svert in b)
|
|
return box_a.inside(box_b)
|
|
|
|
|
|
def diffuse_from_stroke(stroke, curvemat=CurveMaterialF0D()):
|
|
material = curvemat(Interface0DIterator(stroke))
|
|
return material.diffuse
|
|
|
|
# - Callbacks - #
|
|
class ParameterEditorCallback(object):
|
|
"""Object to store callbacks for the Parameter Editor in"""
|
|
def lineset_pre(self, scene, layer, lineset):
|
|
raise NotImplementedError()
|
|
|
|
def modifier_post(self, scene, layer, lineset):
|
|
raise NotImplementedError()
|
|
|
|
def lineset_post(self, scene, layer, lineset):
|
|
raise NotImplementedError()
|
|
|
|
|
|
|
|
class SVGPathShaderCallback(ParameterEditorCallback):
|
|
@classmethod
|
|
def poll(cls, scene, linestyle):
|
|
return scene.render.use_freestyle and scene.svg_export.use_svg_export and linestyle.use_export_strokes
|
|
|
|
@classmethod
|
|
def modifier_post(cls, scene, layer, lineset):
|
|
if not cls.poll(scene, lineset.linestyle):
|
|
return []
|
|
|
|
split = scene.svg_export.split_at_invisible
|
|
stroke_color_mode = lineset.linestyle.stroke_color_mode
|
|
cls.shader = SVGPathShader.from_lineset(
|
|
lineset, create_path(scene),
|
|
render_height(scene), split, stroke_color_mode, scene.frame_current, name=layer.name + '_' + lineset.name)
|
|
return [cls.shader]
|
|
|
|
@classmethod
|
|
def lineset_post(cls, scene, layer, lineset):
|
|
if not cls.poll(scene, lineset.linestyle):
|
|
return []
|
|
cls.shader.write()
|
|
|
|
|
|
class SVGFillShaderCallback(ParameterEditorCallback):
|
|
@classmethod
|
|
def poll(cls, scene, linestyle):
|
|
return scene.render.use_freestyle and scene.svg_export.use_svg_export and scene.svg_export.object_fill and linestyle.use_export_fills
|
|
|
|
@classmethod
|
|
def lineset_post(cls, scene, layer, lineset):
|
|
if not cls.poll(scene, lineset.linestyle):
|
|
return
|
|
|
|
# reset the stroke selection (but don't delete the already generated strokes)
|
|
Operators.reset(delete_strokes=False)
|
|
# Unary Predicates: visible and correct edge nature
|
|
upred = AndUP1D(
|
|
QuantitativeInvisibilityUP1D(0),
|
|
OrUP1D(ExternalContourUP1D(),
|
|
pyNatureUP1D(Nature.BORDER)),
|
|
)
|
|
# select the new edges
|
|
Operators.select(upred)
|
|
# Binary Predicates
|
|
bpred = AndBP1D(
|
|
MaterialBP1D(),
|
|
NotBP1D(pyZDiscontinuityBP1D()),
|
|
)
|
|
bpred = OrBP1D(bpred, AndBP1D(NotBP1D(bpred), AndBP1D(SameShapeIdBP1D(), MaterialBP1D())))
|
|
# chain the edges
|
|
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred))
|
|
# export SVG
|
|
collector = StrokeCollector()
|
|
Operators.create(TrueUP1D(), [collector])
|
|
|
|
builder = SVGFillBuilder(create_path(scene), render_height(scene), layer.name + '_' + lineset.name)
|
|
builder.write(collector.strokes)
|
|
# make strokes used for filling invisible
|
|
for stroke in collector.strokes:
|
|
for svert in stroke:
|
|
svert.attribute.visible = False
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
def register_namespaces(namespaces=namespaces):
|
|
for name, url in namespaces.items():
|
|
if name != 'svg': # creates invalid xml
|
|
et.register_namespace(name, url)
|
|
|
|
@persistent
|
|
def handle_versions(self):
|
|
# We don't modify startup file because it assumes to
|
|
# have all the default values only.
|
|
if not bpy.data.is_saved:
|
|
return
|
|
|
|
# Revision https://developer.blender.org/rBA861519e44adc5674545fa18202dc43c4c20f2d1d
|
|
# changed the default for fills.
|
|
# fix by Sergey https://developer.blender.org/T46150
|
|
if bpy.data.version <= (2, 76, 0):
|
|
for linestyle in bpy.data.linestyles:
|
|
linestyle.use_export_fills = True
|
|
|
|
|
|
|
|
classes = (
|
|
SVGExporterPanel,
|
|
SVGExporterLinesetPanel,
|
|
SVGExport,
|
|
)
|
|
|
|
|
|
def register():
|
|
linestyle = bpy.types.FreestyleLineStyle
|
|
linestyle.use_export_strokes = BoolProperty(
|
|
name="Export Strokes",
|
|
description="Export strokes for this Line Style",
|
|
default=True,
|
|
)
|
|
linestyle.stroke_color_mode = EnumProperty(
|
|
name="Stroke Color Mode",
|
|
items=(
|
|
('BASE', "Base Color", "Use the linestyle's base color", 0),
|
|
('FIRST', "First Vertex", "Use the color of a stroke's first vertex", 1),
|
|
('FINAL', "Final Vertex", "Use the color of a stroke's final vertex", 2),
|
|
),
|
|
default='BASE',
|
|
)
|
|
linestyle.use_export_fills = BoolProperty(
|
|
name="Export Fills",
|
|
description="Export fills for this Line Style",
|
|
default=False,
|
|
)
|
|
|
|
for cls in classes:
|
|
bpy.utils.register_class(cls)
|
|
bpy.types.Scene.svg_export = PointerProperty(type=SVGExport)
|
|
|
|
|
|
# add callbacks
|
|
bpy.app.handlers.render_init.append(render_init)
|
|
bpy.app.handlers.render_write.append(render_write)
|
|
bpy.app.handlers.render_pre.append(svg_export_header)
|
|
bpy.app.handlers.render_complete.append(svg_export_animation)
|
|
|
|
# manipulate shaders list
|
|
parameter_editor.callbacks_modifiers_post.append(SVGPathShaderCallback.modifier_post)
|
|
parameter_editor.callbacks_lineset_post.append(SVGPathShaderCallback.lineset_post)
|
|
parameter_editor.callbacks_lineset_post.append(SVGFillShaderCallback.lineset_post)
|
|
|
|
# register namespaces
|
|
register_namespaces()
|
|
|
|
# handle regressions
|
|
bpy.app.handlers.version_update.append(handle_versions)
|
|
|
|
|
|
def unregister():
|
|
|
|
for cls in classes:
|
|
bpy.utils.unregister_class(cls)
|
|
del bpy.types.Scene.svg_export
|
|
linestyle = bpy.types.FreestyleLineStyle
|
|
del linestyle.use_export_strokes
|
|
del linestyle.use_export_fills
|
|
|
|
# remove callbacks
|
|
bpy.app.handlers.render_init.remove(render_init)
|
|
bpy.app.handlers.render_write.remove(render_write)
|
|
bpy.app.handlers.render_pre.remove(svg_export_header)
|
|
bpy.app.handlers.render_complete.remove(svg_export_animation)
|
|
|
|
# manipulate shaders list
|
|
parameter_editor.callbacks_modifiers_post.remove(SVGPathShaderCallback.modifier_post)
|
|
parameter_editor.callbacks_lineset_post.remove(SVGPathShaderCallback.lineset_post)
|
|
parameter_editor.callbacks_lineset_post.remove(SVGFillShaderCallback.lineset_post)
|
|
|
|
bpy.app.handlers.version_update.remove(handle_versions)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
register()
|