blender/release/scripts/uvcalc_lightmap.py
Campbell Barton aee06ac0d0 added an active face for the mesh editmode and normal mesh - this is needed because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.

This has 2 commands to get and set, so the variable is not accessed directly.

all "UV Calculate" scripts work now

last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.

uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
2007-09-22 17:54:13 +00:00

570 lines
15 KiB
Python

#!BPY
"""
Name: 'Lightmap UVPack'
Blender: 242
Group: 'UVCalculation'
Tooltip: 'Give each face non overlapping space on a texture.'
"""
__author__ = "Campbell Barton"
__url__ = ("blender", "elysiun")
__version__ = "1.0 2006/02/07"
__bpydoc__ = """\
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell Barton
#
# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
from Blender import *
import bpy
import BPyMesh
# reload(BPyMesh)
from math import sqrt
class prettyface(object):
__slots__ = 'uv', 'width', 'height', 'children', 'xoff', 'yoff', 'has_parent', 'rot'
def __init__(self, data):
self.has_parent = False
self.rot = False # only used for triables
self.xoff = 0
self.yoff = 0
if type(data) == list: # list of data
self.uv = None
# join the data
if len(data) == 2:
# 2 vertical blocks
data[1].xoff = data[0].width
self.width = data[0].width * 2
self.height = data[0].height
elif len(data) == 4:
# 4 blocks all the same size
d = data[0].width # dimension x/y are the same
data[1].xoff += d
data[2].yoff += d
data[3].xoff += d
data[3].yoff += d
self.width = self.height = d*2
#else:
# print len(data), data
# raise "Error"
for pf in data:
pf.has_parent = True
self.children = data
elif type(data) == tuple:
# 2 blender faces
# f, (len_min, len_mid, len_max)
self.uv = data
f1, lens1, lens1ord = data[0]
if data[1]:
f2, lens2, lens2ord = data[1]
self.width = (lens1[lens1ord[0]] + lens2[lens2ord[0]])/2
self.height = (lens1[lens1ord[1]] + lens2[lens2ord[1]])/2
else: # 1 tri :/
self.width = lens1[0]
self.height = lens1[1]
self.children = []
else: # blender face
self.uv = data.uv
cos = [v.co for v in data]
self.width = ((cos[0]-cos[1]).length + (cos[2]-cos[3]).length)/2
self.height = ((cos[1]-cos[2]).length + (cos[0]-cos[3]).length)/2
self.children = []
def spin(self):
if self.uv and len(self.uv) == 4:
self.uv = self.uv[1], self.uv[2], self.uv[3], self.uv[0]
self.width, self.height = self.height, self.width
self.xoff, self.yoff = self.yoff, self.xoff # not needed?
self.rot = not self.rot # only for tri pairs.
# print 'spinning'
for pf in self.children:
pf.spin()
def place(self, xoff, yoff, xfac, yfac, margin_w, margin_h):
xoff += self.xoff
yoff += self.yoff
for pf in self.children:
pf.place(xoff, yoff, xfac, yfac, margin_w, margin_h)
uv = self.uv
if not uv:
return
x1 = xoff
y1 = yoff
x2 = xoff + self.width
y2 = yoff + self.height
# Scale the values
x1 = x1/xfac + margin_w
x2 = x2/xfac - margin_w
y1 = y1/yfac + margin_h
y2 = y2/yfac - margin_h
# 2 Tri pairs
if len(uv) == 2:
# match the order of angle sizes of the 3d verts with the UV angles and rotate.
def get_tri_angles(v1,v2,v3):
a1= Mathutils.AngleBetweenVecs(v2-v1,v3-v1)
a2= Mathutils.AngleBetweenVecs(v1-v2,v3-v2)
a3 = 180 - (a1+a2) #a3= Mathutils.AngleBetweenVecs(v2-v3,v1-v3)
return [(a1,0),(a2,1),(a3,2)]
def set_uv(f, p1, p2, p3):
# cos =
#v1 = cos[0]-cos[1]
#v2 = cos[1]-cos[2]
#v3 = cos[2]-cos[0]
angles_co = get_tri_angles(*[v.co for v in f])
angles_co.sort()
I = [i for a,i in angles_co]
fuv = f.uv
if self.rot:
fuv[I[2]][:] = p1
fuv[I[1]][:] = p2
fuv[I[0]][:] = p3
else:
fuv[I[2]][:] = p1
fuv[I[0]][:] = p2
fuv[I[1]][:] = p3
f, lens, lensord = uv[0]
set_uv(f, (x1,y1), (x1, y2-margin_h), (x2-margin_w, y1))
if uv[1]:
f, lens, lensord = uv[1]
set_uv(f, (x2,y2), (x2, y1+margin_h), (x1+margin_w, y2))
else: # 1 QUAD
uv[1][:] = x1,y1
uv[2][:] = x1,y2
uv[3][:] = x2,y2
uv[0][:] = x2,y1
def __hash__(self):
# None unique hash
return self.width, self.height
def lightmap_uvpack( meshes,\
PREF_SEL_ONLY= True,\
PREF_NEW_UVLAYER= False,\
PREF_PACK_IN_ONE= False,\
PREF_APPLY_IMAGE= False,\
PREF_IMG_PX_SIZE= 512,\
PREF_BOX_DIV= 8,\
PREF_MARGIN_DIV= 512):
'''
BOX_DIV if the maximum division of the UV map that
a box may be consolidated into.
Basicly, a lower value will be slower but waist less space
and a higher value will have more clumpy boxes but more waisted space
'''
if not meshes:
return
t = sys.time()
if PREF_PACK_IN_ONE:
if PREF_APPLY_IMAGE:
image = Image.New('lightmap', PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24)
face_groups = [[]]
else:
face_groups = []
for me in meshes:
# Add face UV if it does not exist.
# All new faces are selected.
me.faceUV = True
if PREF_SEL_ONLY:
faces = [f for f in me.faces if f.sel]
else:
faces = list(me.faces)
if PREF_PACK_IN_ONE:
face_groups[0].extend(faces)
else:
face_groups.append(faces)
if PREF_NEW_UVLAYER:
me.addUVLayer('lightmap')
me.activeUVLayer = 'lightmap'
for face_sel in face_groups:
print "\nStarting unwrap"
if len(face_sel) <4:
print '\tWarning, less then 4 faces, skipping'
continue
pretty_faces = [prettyface(f) for f in face_sel if len(f) == 4]
# Do we have any tri's
if len(pretty_faces) != len(face_sel):
# Now add tri's, not so simple because we need to pair them up.
def trylens(f):
# f must be a tri
cos = [v.co for v in f]
lens = [(cos[0] - cos[1]).length, (cos[1] - cos[2]).length, (cos[2] - cos[0]).length]
lens_min = lens.index(min(lens))
lens_max = lens.index(max(lens))
for i in xrange(3):
if i != lens_min and i!= lens_max:
lens_mid = i
break
lens_order = lens_min, lens_mid, lens_max
return f, lens, lens_order
tri_lengths = [trylens(f) for f in face_sel if len(f) == 3]
del trylens
def trilensdiff(t1,t2):
return\
abs(t1[1][t1[2][0]]-t2[1][t2[2][0]])+\
abs(t1[1][t1[2][1]]-t2[1][t2[2][1]])+\
abs(t1[1][t1[2][2]]-t2[1][t2[2][2]])
while tri_lengths:
tri1 = tri_lengths.pop()
if not tri_lengths:
pretty_faces.append(prettyface((tri1, None)))
break
best_tri_index = -1
best_tri_diff = 100000000.0
for i, tri2 in enumerate(tri_lengths):
diff = trilensdiff(tri1, tri2)
if diff < best_tri_diff:
best_tri_index = i
best_tri_diff = diff
pretty_faces.append(prettyface((tri1, tri_lengths.pop(best_tri_index))))
# Get the min, max and total areas
max_area = 0.0
min_area = 100000000.0
tot_area = 0
for f in face_sel:
area = f.area
if area > max_area: max_area = area
if area < min_area: min_area = area
tot_area += area
max_len = sqrt(max_area)
min_len = sqrt(min_area)
side_len = sqrt(tot_area)
# Build widths
curr_len = max_len
print '\tGenerating lengths...',
lengths = []
while curr_len > min_len:
lengths.append(curr_len)
curr_len = curr_len/2
# Dont allow boxes smaller then the margin
# since we contract on the margin, boxes that are smaller will create errors
# print curr_len, side_len/MARGIN_DIV
if curr_len/4 < side_len/PREF_MARGIN_DIV:
break
# convert into ints
lengths_to_ints = {}
l_int = 1
for l in reversed(lengths):
lengths_to_ints[l] = l_int
l_int*=2
lengths_to_ints = lengths_to_ints.items()
lengths_to_ints.sort()
print 'done'
# apply quantized values.
for pf in pretty_faces:
w = pf.width
h = pf.height
bestw_diff = 1000000000.0
besth_diff = 1000000000.0
new_w = 0.0
new_h = 0.0
for l, i in lengths_to_ints:
d = abs(l - w)
if d < bestw_diff:
bestw_diff = d
new_w = i # assign the int version
d = abs(l - h)
if d < besth_diff:
besth_diff = d
new_h = i # ditto
pf.width = new_w
pf.height = new_h
if new_w > new_h:
pf.spin()
print '...done'
# Since the boxes are sized in powers of 2, we can neatly group them into bigger squares
# this is done hierarchily, so that we may avoid running the pack function
# on many thousands of boxes, (under 1k is best) because it would get slow.
# Using an off and even dict us usefull because they are packed differently
# where w/h are the same, their packed in groups of 4
# where they are different they are packed in pairs
#
# After this is done an external pack func is done that packs the whole group.
print '\tConsolidating Boxes...',
even_dict = {} # w/h are the same, the key is an int (w)
odd_dict = {} # w/h are different, the key is the (w,h)
for pf in pretty_faces:
w,h = pf.width, pf.height
if w==h: even_dict.setdefault(w, []).append( pf )
else: odd_dict.setdefault((w,h), []).append( pf )
# Count the number of boxes consolidated, only used for stats.
c = 0
# This is tricky. the total area of all packed boxes, then squt that to get an estimated size
# this is used then converted into out INT space so we can compare it with
# the ints assigned to the boxes size
# and divided by BOX_DIV, basicly if BOX_DIV is 8
# ...then the maximum box consolidataion (recursive grouping) will have a max width & height
# ...1/8th of the UV size.
# ...limiting this is needed or you end up with bug unused texture spaces
# ...however if its too high, boxpacking is way too slow for high poly meshes.
float_to_int_factor = lengths_to_ints[0][0]
max_int_dimension = int(((side_len / float_to_int_factor)) / PREF_BOX_DIV)
# RECURSIVE prettyface grouping
ok = True
while ok:
ok = False
# Tall boxes in groups of 2
for d, boxes in odd_dict.items():
if d[1] < max_int_dimension:
#\boxes.sort(key = lambda a: len(a.children))
while len(boxes) >= 2:
# print "foo", len(boxes)
ok = True
c += 1
pf_parent = prettyface([boxes.pop(), boxes.pop()])
pretty_faces.append(pf_parent)
w,h = pf_parent.width, pf_parent.height
if w>h: raise "error"
if w==h:
even_dict.setdefault(w, []).append(pf_parent)
else:
odd_dict.setdefault((w,h), []).append(pf_parent)
# Even boxes in groups of 4
for d, boxes in even_dict.items():
if d < max_int_dimension:
boxes.sort(key = lambda a: len(a.children))
while len(boxes) >= 4:
# print "bar", len(boxes)
ok = True
c += 1
pf_parent = prettyface([boxes.pop(), boxes.pop(), boxes.pop(), boxes.pop()])
pretty_faces.append(pf_parent)
w = pf_parent.width # width and weight are the same
even_dict.setdefault(w, []).append(pf_parent)
del even_dict
del odd_dict
orig = len(pretty_faces)
pretty_faces = [pf for pf in pretty_faces if not pf.has_parent]
# spin every second prettyface
# if there all vertical you get less efficiently used texture space
i = len(pretty_faces)
d = 0
while i:
i -=1
pf = pretty_faces[i]
if pf.width != pf.height:
d += 1
if d % 2: # only pack every second
pf.spin()
# pass
print 'Consolidated', c, 'boxes, done'
# print 'done', orig, len(pretty_faces)
# boxes2Pack.append([islandIdx, w,h])
print '\tPacking Boxes', len(pretty_faces), '...',
boxes2Pack = [ [0.0, 0.0, pf.width, pf.height, i] for i, pf in enumerate(pretty_faces)]
packWidth, packHeight = Geometry.BoxPack2D(boxes2Pack)
# print packWidth, packHeight
packWidth = float(packWidth)
packHeight = float(packHeight)
margin_w = ((packWidth) / PREF_MARGIN_DIV)/ packWidth
margin_h = ((packHeight) / PREF_MARGIN_DIV) / packHeight
# print margin_w, margin_h
print 'done'
# Apply the boxes back to the UV coords.
print '\twriting back UVs',
for i, box in enumerate(boxes2Pack):
pretty_faces[i].place(box[0], box[1], packWidth, packHeight, margin_w, margin_h)
# pf.place(box[1][1], box[1][2], packWidth, packHeight, margin_w, margin_h)
print 'done'
if PREF_APPLY_IMAGE:
if not PREF_PACK_IN_ONE:
image = Image.New('lightmap', PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24)
for f in face_sel:
f.image = image
for me in meshes:
me.update()
print 'finished all %.2f ' % (sys.time() - t)
Window.RedrawAll()
def main():
scn = bpy.data.scenes.active
PREF_ACT_ONLY = Draw.Create(1)
PREF_SEL_ONLY = Draw.Create(1)
PREF_NEW_UVLAYER = Draw.Create(0)
PREF_PACK_IN_ONE = Draw.Create(0)
PREF_APPLY_IMAGE = Draw.Create(0)
PREF_IMG_PX_SIZE = Draw.Create(512)
PREF_BOX_DIV = Draw.Create(12)
PREF_MARGIN_DIV = Draw.Create(0.1)
if not Draw.PupBlock('Lightmap Pack', [\
'Context...',
('Active Object', PREF_ACT_ONLY, 'If disabled, use all objects for packing the lightmap.'),\
('Selected Faces', PREF_SEL_ONLY, 'Use only selected faces from all selected meshes.'),\
'Image & UVs...',
('Share Tex Space', PREF_PACK_IN_ONE, 'Objects Share texture space, map all objects into 1 uvmap'),\
('New UV Layer', PREF_NEW_UVLAYER, 'Create a new UV layer for every mesh packed'),\
('New Image', PREF_APPLY_IMAGE, 'Assign new images for every mesh (only one if shared tex space enabled)'),\
('Image Size', PREF_IMG_PX_SIZE, 64, 5000, 'Width and Height for the new image'),\
'UV Packing...',
('Pack Quality: ', PREF_BOX_DIV, 1, 48, 'Pre Packing before the complex boxpack'),\
('Margin: ', PREF_MARGIN_DIV, 0.001, 1.0, 'Size of the margin as a division of the UV')\
]):
return
if PREF_ACT_ONLY.val:
ob = scn.objects.active
if ob == None or ob.type != 'Mesh':
Draw.PupMenu('Error%t|No mesh object.')
return
meshes = [ ob.getData(mesh=1) ]
else:
meshes = dict([ (me.name, me) for ob in scn.objects.context for me in (ob.getData(mesh=1),) if not me.lib])
meshes = meshes.values()
if not meshes:
Draw.PupMenu('Error%t|No mesh objects selected.')
return
# Toggle Edit mode
is_editmode = Window.EditMode()
if is_editmode:
Window.EditMode(0)
Window.WaitCursor(1)
lightmap_uvpack(meshes,\
PREF_SEL_ONLY.val,\
PREF_NEW_UVLAYER.val,\
PREF_PACK_IN_ONE.val,\
PREF_APPLY_IMAGE.val,\
PREF_IMG_PX_SIZE.val,\
PREF_BOX_DIV.val,\
int(1/(PREF_MARGIN_DIV.val/100)))
if is_editmode:
Window.EditMode(1)
Window.WaitCursor(0)
if __name__ == '__main__':
main()