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# ##### 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 = {
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"name": "Freestyle SVG Exporter",
"author": "Folkert de Vries",
"version": (1, 0),
"blender": (2, 72, 1),
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"location": "Properties > Render > Freestyle SVG Export",
"description": "Exports Freestyle's stylized edges in SVG format",
"warning": "",
"wiki_url": "",
"category": "Render",
}
import bpy
import parameter_editor
import itertools
import os
import xml.etree.cElementTree as et
from bpy.app.handlers import persistent
from collections import OrderedDict
from functools import partial
from mathutils import Vector
from freestyle.types import (
StrokeShader,
Interface0DIterator,
Operators,
from freestyle.utils import (
getCurrentScene,
BoundingBox,
is_poly_clockwise,
StrokeCollector,
material_from_fedge,
get_object_name,
)
from freestyle.functions import (
GetShapeF1D,
CurveMaterialF0D,
)
from freestyle.predicates import (
ExternalContourUP1D,
MaterialBP1D,
NotBP1D,
OrBP1D,
OrUP1D,
pyNatureUP1D,
pyZBP1D,
pyZDiscontinuityBP1D,
SameShapeIdBP1D,
TrueBP1D,
TrueUP1D,
)
from freestyle.chainingiterators import ChainPredicateIterator
from parameter_editor import get_dashed_pattern
from bpy.props import (
BoolProperty,
EnumProperty,
PointerProperty,
)
# use utf-8 here to keep ElementTree happy, end result is utf-16
svg_primitive = """<?xml version="1.0" encoding="ascii" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<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",
"sodipodi": "http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd",
"": "http://www.w3.org/2000/svg",
# wrap XMLElem.find, so the namespaces don't need to be given as an argument
def find_xml_elem(obj, search, namespaces, *, all=False):
if all:
return obj.findall(search, namespaces=namespaces)
return obj.find(search, namespaces=namespaces)
find_svg_elem = partial(find_xml_elem, namespaces=namespaces)
def render_height(scene):
return int(scene.render.resolution_y * scene.render.resolution_percentage / 100)
def render_width(scene):
return int(scene.render.resolution_x * scene.render.resolution_percentage / 100)
# stores the state of the render, used to differ between animation and single frame renders.
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# Note that this flag is set to False only after the first frame
# has been written to file.
is_preview = True
@persistent
def render_init(scene):
RenderState.is_preview = True
@persistent
def render_write(scene):
RenderState.is_preview = False
def is_preview_render(scene):
return RenderState.is_preview or scene.svg_export.mode == 'FRAME'
def create_path(scene):
"""Creates the output path for the svg file"""
dirname = os.path.dirname(scene.render.frame_path())
basename = bpy.path.basename(scene.render.filepath)
if scene.svg_export.mode == 'FRAME':
frame = "{:04d}".format(scene.frame_current)
else:
frame = "{:04d}-{:04d}".format(scene.frame_start, scene.frame_end)
return os.path.join(dirname, basename + frame + ".svg")
class SVGExport(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",
)
mode = EnumProperty(
name="Mode",
items=(
('FRAME', "Frame", "Export a single frame", 0),
('ANIMATION', "Animation", "Export an animation", 1),
),
default='FRAME',
)
line_join_type = EnumProperty(
name="Linejoin",
items=(
('MITTER', "Mitter", "Corners are sharp", 0),
('ROUND', "Round", "Corners are smoothed", 1),
('BEVEL', "Bevel", "Corners are bevelled", 2),
),
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, "line_join_type", expand=True)
@persistent
def svg_export_header(scene):
if not (scene.render.use_freestyle and scene.svg_export.use_svg_export):
return
# write the header only for the first frame when animation is being rendered
if not is_preview_render(scene) and scene.frame_current != scene.frame_start:
return
# this may fail still. The error is printed to the console.
with open(create_path(scene), "w") as f:
f.write(svg_primitive.format(render_width(scene), render_height(scene)))
@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 not is_preview_render(scene):
write_animation(create_path(scene), scene.frame_start, render.fps)
def write_animation(filepath, frame_begin, fps):
"""Adds animate tags to the specified file."""
tree = et.parse(filepath)
root = tree.getroot()
linesets = find_svg_elem(tree, ".//svg:g[@inkscape:groupmode='lineset']", all=True)
for i, lineset in enumerate(linesets):
name = lineset.get('id')
frames = find_svg_elem(lineset, ".//svg:g[@inkscape:groupmode='frame']", all=True)
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,
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'dur': "{:.3f}s".format(n_of_frames / fps),
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for j, frame in enumerate(frames):
id = 'anim_{}_{:06n}'.format(name, j + frame_begin)
# 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
frame_anim.attrib.update(style)
# add to the current frame
frame.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.line_join_type.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)
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@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}, {:.3f} '.format(x, height - y)
if split_at_invisible and v.attribute.visible is False:
# end current and start new path;
yield '" />' + path
# fast-forward till the next visible vertex
it = itertools.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
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scene = bpy.context.scene
# create <g> for lineset as a whole (don't overwrite)
# when rendering an animation, frames will be nested in here, otherwise a group of strokes and optionally fills.
lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(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)
# create <g> for the current frame
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id = "frame_{:04n}".format(self.frame_current)
stroke_group = et.XML("<g/>")
stroke_group.attrib = {
'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'layer',
'id': 'strokes',
'inkscape:label': 'strokes'
}
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# nest the structure
stroke_group.extend(self.elements)
if scene.svg_export.mode == 'ANIMATION':
frame_group = et.XML("<g/>")
frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id}
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frame_group.append(stroke_group)
lineset_group.append(frame_group)
else:
lineset_group.append(stroke_group)
print("SVG Export: writing to", self.filepath)
indent_xml(root)
tree.write(self.filepath, encoding='ascii', xml_declaration=True)
def __init__(self, filepath, height, name):
self.filepath = filepath
self._name = name
self.stroke_to_fill = partial(self.stroke_to_svg, height=height)
@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
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@staticmethod
def get_merged_strokes(strokes):
def extend_stroke(stroke, vertices):
for vert in map(StrokeVertex, vertices):
stroke.insert_vertex(vert, stroke.stroke_vertices_end())
return stroke
base_strokes = tuple(stroke for stroke in strokes if not is_poly_clockwise(stroke))
merged_strokes = OrderedDict((s, list()) for s in base_strokes)
for stroke in filter(is_poly_clockwise, strokes):
for base in base_strokes:
# don't merge when diffuse colors don't match
if diffuse_from_stroke(stroke) != diffuse_from_stroke(stroke):
continue
# only merge when the 'hole' is inside the base
elif stroke_inside_stroke(stroke, base):
merged_strokes[base].append(stroke)
break
# if it isn't a hole, it is likely that there are two strokes belonging
# to the same object separated by another object. let's try to join them
elif (get_object_name(base) == get_object_name(stroke) and
diffuse_from_stroke(stroke) == diffuse_from_stroke(stroke)):
base = extend_stroke(base, (sv for sv in stroke))
break
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()
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scene = bpy.context.scene
lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(self._name))
if lineset_group is None:
print("searched for {}, but could not find a <g> with that id".format(self._name))
return
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# <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'
}
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fill_elements = self.create_fill_elements(strokes)
fill_group.extend(reversed(tuple(fill_elements)))
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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)
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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()
@classmethod
def evaluate(cls, scene):
'Evaluates whether these callbacks should run'
return (
scene.render.use_freestyle
and scene.svg_export.use_svg_export
)
class SVGPathShaderCallback(ParameterEditorCallback):
@classmethod
def modifier_post(cls, scene, layer, lineset):
if not cls.evaluate(scene):
return []
split = scene.svg_export.split_at_invisible
cls.shader = SVGPathShader.from_lineset(
lineset, create_path(scene),
render_height(scene), split, scene.frame_current, name=layer.name + '_' + lineset.name)
return [cls.shader]
@classmethod
def lineset_post(cls, scene, *args):
if not cls.evaluate(scene):
return
cls.shader.write()
class SVGFillShaderCallback(ParameterEditorCallback):
@staticmethod
def lineset_post(scene, layer, lineset):
if not (scene.render.use_freestyle and scene.svg_export.use_svg_export and scene.svg_export.object_fill):
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
# 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)
classes = (
SVGExporterPanel,
SVGExport,
)
def register():
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
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.Scene.svg_export
# 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)
if __name__ == "__main__":
register()