forked from prideout/svg3d
-
Notifications
You must be signed in to change notification settings - Fork 0
/
svg3d.py
353 lines (282 loc) · 12.3 KB
/
svg3d.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
# svg3d :: https://prideout.net/blog/svg_wireframes/
# Single-file Python library for generating 3D wireframes in SVG format.
# Adapted from https://prideout.net/blog/svg_wireframes/
# Copyright (c) 2019 Philip Rideout. Modified 2024 by Jenna Bradley.
# Distributed under the MIT License, see bottom of file.
import math
from typing import Callable, NamedTuple
import numpy as np
import svgwrite
def _pad_arrays(arrays):
# Find the length of the longest array
max_length = max(len(arr) for arr in arrays)
# Pad each array to the length of the longest array
padded_array = [
np.append(arr, [arr[0]] * (max_length - len(arr))) for arr in arrays
]
return np.array(padded_array, dtype=int)
def get_lookat_matrix(
pos_object: np.ndarray,
pos_camera: np.ndarray,
vec_up: np.ndarray | tuple = (0.0, 1.0, 0.0),
):
"""Get the "look at" or view matrix for our system.
This matrix moves the world such that the camera is at the origin and rotates the
world such that the z-axis of the camera is the mathematical z axis.
Args:
pos_object (np.ndarray):
(N,3) position of the object we are looking at. "at" in openGL vernacular.
pos_camera (np.ndarray):
(N,3) position of the camera. "eye" in openGL vernacular.
vec_up (np.ndarray | tuple, optional):
(N,3) vector describing the height of the camera. "up" in openGL vernacular.
Default value: (0,1,0)
.. seealso:
https://stackoverflow.com/questions/349050/calculating-a-lookat-matrix/6802424#6802424
.. seealso:
https://medium.com/@carmencincotti/lets-look-at-magic-lookat-matrices-c77e53ebdf78
"""
# First, shift the world such that the camera is at the origin
m_camera_translate = np.eye(4)
m_camera_translate[-1, :3] -= pos_camera
# Now, rotate the vector from the camera position to the object position such that it
# lines up with the z axis.
# Compute the x axis of our original coordinate system, along the vector camera - pos
axis_z = np.asarray(pos_camera, dtype=np.float64) - pos_object
axis_z /= np.linalg.norm(axis_z) # "forward" axis in openGL terms
# Compute the y ("forward") axis of our original coordinate system. This is
# perpendicular to axis_z and any arbitrary vector in the plane formed by z and y
axis_x = np.cross(vec_up, axis_z)
axis_x /= np.linalg.norm(axis_x) # "right" axis in openGL terms
axis_y = np.cross(axis_z, axis_x) # "up" axis in openGL terms
m_camera_rotate = np.eye(4)
m_camera_rotate[:3, :3] = [axis_x, axis_y, axis_z]
return m_camera_translate @ (m_camera_rotate.T)
def get_projection_matrix(
z_near: float, z_far: float, fov_y: float, aspect: float = 1.0
):
"""Get a projection matrix from frustum parameters.
z_near and z_far are the distances to the tip and base of the frustum, respectively.
fov_y describes the opening angle of the base, and aspect describes the relationship
between the y opening angle and the x.
Args:
z_near (float): Distance to the near clipping plane. Must be greater than zero.
z_far (float): Distance to the far clipping plane. Must be greater than z_near.
fov_y (float): Field of view angle along the y direction, in degrees.
aspect (float, optional):
Ratio of field of view angle in the y direction to field of view angle in x.
Default value: 1.0
.. seealso:
https://registry.khronos.org/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
.. seealso:
http://www.songho.ca/opengl/gl_projectionmatrix.html
"""
f = 1 / math.tan(math.radians(fov_y) / 2)
m_projection = np.zeros([4, 4])
m_projection[[0, 1, -1], [0, 1, 2]] = f / aspect, f, -1
m_projection[2, [2, 3]] = (
(z_near + z_far) / (z_near - z_far),
(2 * z_near * z_far) / (z_near - z_far),
)
return m_projection.T
class Viewport(NamedTuple):
minx: float = -0.5
miny: float = -0.5
width: float = 1.0
height: float = 1.0
@classmethod
def from_aspect(cls, aspect_ratio: float):
return cls(-aspect_ratio / 2.0, -0.5, aspect_ratio, 1.0)
@classmethod
def from_string(cls, string_to_parse: str):
args = [float(f) for f in string_to_parse.split()]
return cls(*args)
class Mesh:
def __init__(
self,
poly: "coxeter.shapes.ConvexPolyhedron" | None = None,
shader: Callable[[int, float], dict] | None = None,
style: dict | None = None,
circle_radius: float = 0.0,
):
self.poly = poly
self.shader = shader
self.style = style
self.circle_radius = circle_radius
self._faces = None
@property
def faces(self):
if self._faces is None:
if self.poly is None:
msg = (
"Faces cannot be automatically generated without setting `poly`."
"Set `faces` or `poly` before continuing!"
)
raise KeyError(msg)
self._faces = self.poly.vertices[_pad_arrays(self.poly.faces)]
return self._faces
@faces.setter
def faces(self, faces):
self._faces = faces
@property
def centroid(self):
return self.poly.centroid if self.poly is not None else (0, 0, 0)
@classmethod
def from_poly(cls, poly, shader=None, style=None):
return cls(poly=poly, shader=shader, style=style)
@classmethod
def from_faces(cls, faces, shader=None, style=None):
new = cls(poly=None, shader=shader, style=style)
new.faces = faces
return new
class View(NamedTuple):
look_at: np.ndarray
projection: np.ndarray
scene: tuple[Mesh]
viewport: Viewport = Viewport()
@classmethod
def from_look_at_and_projection(
cls,
look_at: np.ndarray,
projection: np.ndarray,
scene: tuple[Mesh],
):
assert look_at.shape == (4, 4) and projection.shape == (4, 4)
return cls(
look_at,
projection,
scene,
)
@classmethod
def isometric(cls, scene, fov: float = 1.0):
return cls(
look_at=get_lookat_matrix(pos_object=[0, 0, 0], pos_camera=[100, 100, 100]),
projection=get_projection_matrix(z_near=1.0, z_far=200.0, fov_y=fov),
scene=scene,
)
@classmethod
def dimetric(cls, scene, fov: float = 1.0):
return cls(
look_at=get_lookat_matrix(pos_object=[0, 0, 0], pos_camera=[40, 40, 105]),
projection=get_projection_matrix(z_near=1.0, z_far=200.0, fov_y=fov),
scene=scene,
)
@classmethod
def trimetric(cls, scene, fov: float = 1.0):
return cls(
look_at=get_lookat_matrix(pos_object=[0, 0, 0], pos_camera=[80, 40, 120]),
projection=get_projection_matrix(z_near=1.0, z_far=200.0, fov_y=fov),
scene=scene,
)
class Engine:
def __init__(self, views, precision=5):
self._views = views
self._precision = precision
@property
def views(self):
return self._views
@views.setter
def views(self, views):
self._views = views
@property
def precision(self):
return self._precision
def render(self, filename, size=(512, 512), viewbox="-0.5 -0.5 1.0 1.0", **extra):
drawing = svgwrite.Drawing(filename, size, viewBox=viewbox, **extra)
self._draw(drawing)
drawing.save()
print(f"Wrote file {filename}")
def _draw(self, drawing):
for view in self.views:
projection = np.dot(view.look_at, view.projection)
# Initialize clip path. See https://www.w3.org/TR/SVG11/masking.html#ClippingPaths
clip_path = drawing.defs.add(drawing.clipPath())
clip_min = view.viewport.minx, view.viewport.miny
clip_size = view.viewport.width, view.viewport.height
clip_path.add(drawing.rect(clip_min, clip_size))
for mesh in view.scene:
group = self._create_group(drawing, projection, view.viewport, mesh)
group["clip-path"] = clip_path.get_funciri()
drawing.add(group)
def _create_group(self, drawing, projection, viewport, mesh):
faces = mesh.faces
shader = mesh.shader or (lambda face_index, winding: {})
default_style = mesh.style or {}
# Extend each point to a vec4, then transform to clip space.
faces = np.dstack([faces, np.ones(faces.shape[:2])])
faces = np.dot(faces, projection)
# Reject trivially clipped polygons.
xyz, w = faces[:, :, :3], faces[:, :, 3:]
accepted = (xyz > -w) & (xyz < +w)
accepted = accepted.all(axis=2) # vert is accepted if xyz are all inside
accepted = accepted.any(axis=1) # face is accepted if any vert is inside
degenerate = (w <= 0)[:, :, 0] # vert is bad if its w <= 0
degenerate = degenerate.any(axis=1) # face is bad if any of its verts are bad
accepted = np.logical_and(accepted, np.logical_not(degenerate))
faces = np.compress(accepted, faces, axis=0)
if len(faces) == 0:
raise ValueError("All faces were pruned! Check your projection matrix.")
# Apply perspective transformation.
xyz, w = faces[:, :, :3], faces[:, :, 3:]
faces = xyz / w
# Sort faces from back to front.
face_indices = self._sort_back_to_front(faces)
faces = faces[face_indices]
# Apply viewport transform to X and Y.
faces[:, :, 0:1] = (1.0 + faces[:, :, 0:1]) * viewport.width / 2
faces[:, :, 1:2] = (1.0 - faces[:, :, 1:2]) * viewport.height / 2
faces[:, :, 0:1] += viewport.minx
faces[:, :, 1:2] += viewport.miny
# Compute the winding direction of each polygon.
windings = np.zeros(faces.shape[0])
if faces.shape[1] >= 3:
p0, p1, p2 = faces[:, 0, :], faces[:, 1, :], faces[:, 2, :]
normals = np.cross(p2 - p0, p1 - p0)
np.copyto(windings, normals[:, 2])
group = drawing.g(**default_style)
# Create circles.
if mesh.circle_radius > 0:
print("Drawing circles")
for face_index, face in enumerate(faces):
style = shader(face_indices[face_index], 0)
if style is None:
continue
face = np.around(face[:, :2], self.precision)
for pt in face:
group.add(drawing.circle(pt, mesh.circle_radius, **style))
return group
# Create polygons and lines.
for face_index, face in enumerate(faces):
style = shader(face_indices[face_index], windings[face_index])
if style is None:
continue
face = np.around(face[:, :2], self.precision)
_, indices = np.unique(face, return_index=True, axis=0)
face = face[sorted(indices)]
if len(face) == 2:
group.add(drawing.line(face[0], face[1], **style))
else:
group.add(drawing.polygon(face, **style))
return group
def _sort_back_to_front(self, faces):
z_centroids = -np.sum(faces[:, :, 2], axis=1)
for face_index in range(len(z_centroids)):
z_centroids[face_index] /= len(faces[face_index])
return np.argsort(z_centroids)
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.