blender/release/scripts/uvcalc_lightmap.py
2008-06-09 14:04:19 +00:00

591 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 aka ideasman42"
__url__ = ("blender", "blenderartists.org")
__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
def AngleBetweenVecs(a1,a2):
try:
return Mathutils.AngleBetweenVecs(a1,a2)
except:
return 180.0
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= AngleBetweenVecs(v2-v1,v3-v1)
a2= AngleBetweenVecs(v1-v2,v3-v2)
a3 = 180 - (a1+a2) #a3= 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:
uvname_org = uvname = 'lightmap'
uvnames = me.getUVLayerNames()
i = 1
while uvname in uvnames:
uvname = '%s.%03d' % (uvname_org, i)
i+=1
me.addUVLayer(uvname)
me.activeUVLayer = uvname
del uvnames, uvname_org, uvname
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
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 = 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]
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 prettyface grouping
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, include other selected 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 if ob.type == 'Mesh' for me in (ob.getData(mesh=1),) if not me.lib if len(me.faces)])
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()