blender/release/scripts/startup/bl_operators/uvcalc_lightmap.py

631 lines
20 KiB
Python

# ##### 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>
import bpy
from bpy.types import Operator
import mathutils
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 triangles
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]]) / 2.0
self.height = (lens1[lens1ord[1]] + lens2[lens2ord[1]]) / 2.0
else: # 1 tri :/
self.width = lens1[0]
self.height = lens1[1]
self.children = []
else: # blender face
uv_layer = data.id_data.uv_layers.active.data
self.uv = [uv_layer[i].uv for i in data.loop_indices]
# cos = [v.co for v in data]
cos = [data.id_data.vertices[v].co for v in data.vertices] # XXX25
self.width = ((cos[0] - cos[1]).length + (cos[2] - cos[3]).length) / 2.0
self.height = ((cos[1] - cos[2]).length + (cos[0] - cos[3]).length) / 2.0
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):
from math import pi
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 = (v2 - v1).angle(v3 - v1, pi)
a2 = (v1 - v2).angle(v3 - v2, pi)
a3 = pi - (a1 + a2) # a3= (v2 - v3).angle(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 = get_tri_angles(*[f.id_data.vertices[v].co for v in f.vertices]) # XXX25
angles_co.sort()
I = [i for a, i in angles_co]
uv_layer = f.id_data.uv_layers.active.data
fuv = [uv_layer[i].uv for i in f.loop_indices]
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.
Basically, a lower value will be slower but waist less space
and a higher value will have more clumpy boxes but more wasted space
"""
import time
from math import sqrt
if not meshes:
return
t = time.time()
if PREF_PACK_IN_ONE:
if PREF_APPLY_IMAGE:
image = bpy.data.images.new(name="lightmap", width=PREF_IMG_PX_SIZE, height=PREF_IMG_PX_SIZE, alpha=False)
face_groups = [[]]
else:
face_groups = []
for me in meshes:
if PREF_SEL_ONLY:
faces = [f for f in me.polygons if f.select]
else:
faces = me.polygons[:]
if PREF_PACK_IN_ONE:
face_groups[0].extend(faces)
else:
face_groups.append(faces)
if PREF_NEW_UVLAYER:
me.uv_textures.new()
# Add face UV if it does not exist.
# All new faces are selected.
if not me.uv_textures:
me.uv_textures.new()
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 f.loop_total == 4]
# Do we have any triangles?
if len(pretty_faces) != len(face_sel):
# Now add triangles, 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]
cos = [f.id_data.vertices[v].co for v in f.vertices] # XXX25
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 range(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 f.loop_total == 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...", end="")
lengths = []
while curr_len > min_len:
lengths.append(curr_len)
curr_len = curr_len / 2.0
# Don't 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 / 4.0 < side_len / PREF_MARGIN_DIV:
break
if not lengths:
lengths.append(curr_len)
# 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 = list(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 hierarchically, 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 useful 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...", end="")
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 sqrt() 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, basically if BOX_DIV is 8
# ...then the maximum box consolidation (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, box-packing is way too slow for high poly meshes.
float_to_int_factor = lengths_to_ints[0][0]
if float_to_int_factor > 0:
max_int_dimension = int(((side_len / float_to_int_factor)) / PREF_BOX_DIV)
ok = True
else:
max_int_dimension = 0.0 # wont be used
ok = False
# RECURSIVE pretty face grouping
while ok:
ok = False
# Tall boxes in groups of 2
for d, boxes in list(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 list(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 pretty-face
# 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), end="...")
boxes2Pack = [[0.0, 0.0, pf.width, pf.height, i] for i, pf in enumerate(pretty_faces)]
packWidth, packHeight = mathutils.geometry.box_pack_2d(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", end="")
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 = bpy.data.images.new(name="lightmap",
width=PREF_IMG_PX_SIZE,
height=PREF_IMG_PX_SIZE,
)
for f in face_sel:
# f.image = image
f.id_data.uv_textures.active.data[f.index].image = image # XXX25
for me in meshes:
me.update()
print("finished all %.2f " % (time.time() - t))
# Window.RedrawAll()
def unwrap(operator, context, **kwargs):
is_editmode = (context.object.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
PREF_ACT_ONLY = kwargs.pop("PREF_ACT_ONLY")
meshes = []
if PREF_ACT_ONLY:
obj = context.scene.objects.active
if obj and obj.type == 'MESH':
meshes = [obj.data]
else:
meshes = list({me for obj in context.selected_objects if obj.type == 'MESH' for me in (obj.data,) if me.polygons and me.library is None})
if not meshes:
operator.report({'ERROR'}, "No mesh object")
return {'CANCELLED'}
lightmap_uvpack(meshes, **kwargs)
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
return {'FINISHED'}
from bpy.props import BoolProperty, FloatProperty, IntProperty
class LightMapPack(Operator):
"""Follow UVs from active quads along continuous face loops"""
bl_idname = "uv.lightmap_pack"
bl_label = "Lightmap Pack"
# Disable REGISTER flag for now because this operator might create new
# images. This leads to non-proper operator redo because current undo
# stack is local for edit mode and can not remove images created by this
# operator.
# Proper solution would be to make undo stack aware of such things,
# but for now just disable redo. Keep undo here so unwanted changes to uv
# coords might be undone.
# This fixes infinite image creation reported there [#30968] (sergey)
bl_options = {'UNDO'}
PREF_CONTEXT = bpy.props.EnumProperty(
name="Selection",
items=(('SEL_FACES', "Selected Faces", "Space all UVs evenly"),
('ALL_FACES', "All Faces", "Average space UVs edge length of each loop"),
('ALL_OBJECTS', "Selected Mesh Object", "Average space UVs edge length of each loop")
),
)
# Image & UVs...
PREF_PACK_IN_ONE = BoolProperty(
name="Share Tex Space",
description=("Objects Share texture space, map all objects "
"into 1 uvmap"),
default=True,
)
PREF_NEW_UVLAYER = BoolProperty(
name="New UV Map",
description="Create a new UV map for every mesh packed",
default=False,
)
PREF_APPLY_IMAGE = BoolProperty(
name="New Image",
description=("Assign new images for every mesh (only one if "
"shared tex space enabled)"),
default=False,
)
PREF_IMG_PX_SIZE = IntProperty(
name="Image Size",
description="Width and Height for the new image",
min=64, max=5000,
default=512,
)
# UV Packing...
PREF_BOX_DIV = IntProperty(
name="Pack Quality",
description="Pre Packing before the complex boxpack",
min=1, max=48,
default=12,
)
PREF_MARGIN_DIV = FloatProperty(
name="Margin",
description="Size of the margin as a division of the UV",
min=0.001, max=1.0,
default=0.1,
)
def execute(self, context):
kwargs = self.as_keywords()
PREF_CONTEXT = kwargs.pop("PREF_CONTEXT")
if PREF_CONTEXT == 'SEL_FACES':
kwargs["PREF_ACT_ONLY"] = True
kwargs["PREF_SEL_ONLY"] = True
elif PREF_CONTEXT == 'ALL_FACES':
kwargs["PREF_ACT_ONLY"] = True
kwargs["PREF_SEL_ONLY"] = False
elif PREF_CONTEXT == 'ALL_OBJECTS':
kwargs["PREF_ACT_ONLY"] = False
kwargs["PREF_SEL_ONLY"] = False
else:
raise Exception("invalid context")
kwargs["PREF_MARGIN_DIV"] = int(1.0 / (kwargs["PREF_MARGIN_DIV"] / 100.0))
return unwrap(self, context, **kwargs)
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)