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This patch implements SVG exporting to Freestyle. This feature is implemented as an add-on, and can be enabled in the user preferences (render section). Current features of the exporter include: * a user interface. * integration with the parameter editor and some of its settings, in particular: color, transparency, thickness, visibility, stroke caps, and dashes. * support for animation. * some extra attributes that make manipulation of the exporter's result in Inkscape easier. * the ability to export fills (a closed external contour with the underlying material's color). Differential revision: https://developer.blender.org/D785 Author: flokkievids (Folkert de Vries) Reviewed by: campbellbarton (Campbell Barton), sergey (Sergey Sharybin), dna (Dan Eicher), kjym3 (Tamito Kajiyama) Contributor: hva (francesco fantoni)
543 lines
19 KiB
Python
543 lines
19 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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bl_info = {
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"name": "Export Freestyle edges to an .svg format",
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"author": "Folkert de Vries",
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"version": (1, 0),
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"blender": (2, 72, 1),
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"location": "properties > render > SVG Export",
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"description": "Adds the functionality of exporting Freestyle's stylized edges as an .svg file",
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"warning": "",
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"wiki_url": "",
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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 freestyle.types import (
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StrokeShader,
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Interface0DIterator,
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Operators,
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)
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from freestyle.utils import getCurrentScene
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from freestyle.functions import GetShapeF1D, CurveMaterialF0D
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from freestyle.predicates import (
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AndUP1D,
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ContourUP1D,
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SameShapeIdBP1D,
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NotUP1D,
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QuantitativeInvisibilityUP1D,
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TrueUP1D,
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pyZBP1D,
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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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from bpy.app.handlers import persistent
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from collections import OrderedDict
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from mathutils import Vector
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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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<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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}
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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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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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dirname = os.path.dirname(scene.render.frame_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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return os.path.join(dirname, basename + frame + ".svg")
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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="Linejoin",
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items=(
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('MITTER', "Mitter", "Corners are sharp", 0),
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('ROUND', "Round", "Corners are smoothed", 1),
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('BEVEL', "Bevel", "Corners are bevelled", 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 = scene.render.layers.active.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 = tree.findall(".//svg:g[@inkscape:groupmode='lineset']", namespaces=namespaces)
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for i, lineset in enumerate(linesets):
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name = lineset.get('id')
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frames = lineset.findall(".//svg:g[@inkscape:groupmode='frame']", namespaces=namespaces)
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fills = lineset.findall(".//svg:g[@inkscape:groupmode='fills']", namespaces=namespaces)
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fills = reversed(fills) if fills else itertools.repeat(None, len(frames))
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print("-" * 10, "animate", "-" * 10)
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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': str(n_of_frames / fps) + 's',
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}
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print(style)
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print(n_of_frames)
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for j, (frame, fill) in enumerate(zip(frames, fills)):
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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="{}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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# append the animation to the associated fill as well (if valid)
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if fill is not None:
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fill.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, 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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# put style attributes into a single svg path definition
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self.path = '\n<path ' + "".join('{}="{}" '.format(k, v) for k, v in style.items()) + 'd=" M '
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@classmethod
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def from_lineset(cls, lineset, filepath, res_y, split_at_invisible, 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': 'rgb({}, {}, {})'.format(*(int(c * 255) for c in 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, frame_current)
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@staticmethod
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def pathgen(stroke, path, height, split_at_invisible, 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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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.path, self.h, self.split_at_invisible)).split("\n")
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# convert to actual XML, check to prevent empty paths
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self.elements.extend(et.XML(elem) for elem in stroke_to_paths 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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# make <g> for lineset as a whole (don't overwrite)
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lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces)
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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.insert(0, lineset_group)
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# make <g> for the current frame
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id = "{}_frame_{:06n}".format(name, self.frame_current)
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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.extend(self.elements)
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lineset_group.append(frame_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 SVGFillShader(StrokeShader):
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"""Creates SVG fills from the current stroke set"""
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def __init__(self, filepath, height, name):
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StrokeShader.__init__(self)
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# use an ordered dict to maintain input and z-order
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self.shape_map = OrderedDict()
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self.filepath = filepath
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self.h = height
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self._name = name
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def shade(self, stroke, func=GetShapeF1D(), curvemat=CurveMaterialF0D()):
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shape = func(stroke)[0].id.first
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item = self.shape_map.get(shape)
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if len(stroke) > 2:
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if item is not None:
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item[0].append(stroke)
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else:
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# the shape is not yet present, let's create it.
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material = curvemat(Interface0DIterator(stroke))
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*color, alpha = material.diffuse
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self.shape_map[shape] = ([stroke], color, alpha)
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# make the strokes of the second drawing invisible
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for v in stroke:
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v.attribute.visible = False
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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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def write(self):
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"""Write SVG data tree to file """
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# initialize SVG
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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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# create XML elements from the acquired data
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elems = []
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path = '<path fill-rule="evenodd" stroke="none" fill-opacity="{}" fill="rgb({}, {}, {})" d=" M '
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for strokes, col, alpha in self.shape_map.values():
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p = path.format(alpha, *(int(255 * c) for c in col))
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for stroke in strokes:
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elems.append(et.XML("".join(self.pathgen((sv.point for sv in stroke), p, self.h))))
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# make <g> for lineset as a whole (don't overwrite)
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lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces)
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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.insert(0, lineset_group)
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# make <g> for fills
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frame_group = et.XML('<g />')
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frame_group.attrib = {'id': "layer_fills", 'inkscape:groupmode': 'fills', 'inkscape:label': 'fills'}
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# reverse the elements so they are correctly ordered in the image
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frame_group.extend(reversed(elems))
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lineset_group.insert(0, frame_group)
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# write SVG to file
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indent_xml(root)
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tree.write(self.filepath, encoding='ascii', xml_declaration=True)
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# - Callbacks - #
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class ParameterEditorCallback(object):
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"""Object to store callbacks for the Parameter Editor in"""
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def lineset_pre(self, scene, layer, lineset):
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raise NotImplementedError()
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def modifier_post(self, scene, layer, lineset):
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raise NotImplementedError()
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def lineset_post(self, scene, layer, lineset):
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raise NotImplementedError()
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class SVGPathShaderCallback(ParameterEditorCallback):
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@classmethod
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def modifier_post(cls, scene, layer, lineset):
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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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split = scene.svg_export.split_at_invisible
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cls.shader = SVGPathShader.from_lineset(
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lineset, create_path(scene),
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render_height(scene), split, scene.frame_current)
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return [cls.shader]
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@classmethod
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def lineset_post(cls, scene, *args):
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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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cls.shader.write()
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class SVGFillShaderCallback(ParameterEditorCallback):
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@staticmethod
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def lineset_post(scene, layer, lineset):
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if not (scene.render.use_freestyle and scene.svg_export.use_svg_export and scene.svg_export.object_fill):
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return
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# reset the stroke selection (but don't delete the already generated strokes)
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Operators.reset(delete_strokes=False)
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# shape detection
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upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
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Operators.select(upred)
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# chain when the same shape and visible
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bpred = SameShapeIdBP1D()
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Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(QuantitativeInvisibilityUP1D(0)))
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# sort according to the distance from camera
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Operators.sort(pyZBP1D())
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# render and write fills
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shader = SVGFillShader(create_path(scene), render_height(scene), lineset.name)
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Operators.create(TrueUP1D(), [shader, ])
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shader.write()
|
|
|
|
|
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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
|
|
|
|
|
|
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
|
|
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")
|
|
|
|
|
|
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()
|