#!BPY
""" Registration info for Blender menus: <- these words are ignored
Name: 'UVpainter'
Blender: 232
Group: 'UV'
Tip: 'Use vertex paint color value to fill uvmapping'
"""
__author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_uvpainting.htm",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "0.8 08/2005"
__bpydoc__ = """\
This script "paints" uv-mappings with the model's vertex colors.
Usage:
With this script you can export uv-maps filled with vertex colors to TARGA
(.tga) images. To use it the mesh must have proper uv coordinates assigned
in UV Face Select Mode. And to fill the projected faces with color, the mesh
can also have material(s) and vertex colors painted on it.
The script has a GUI with a preview of the results and options like drawing
lines or not, defining size, etc. You can paint vertex colors in the mesh and
see the uv-map updated in the script's window.
Notes:
Material's rgb color is also used to fill the uv-map;
If there are no vertex colors or texture faces in the mesh and you press
the "Make" VColors button in the edit mesh buttons win, the current light setup
is saved as vertex colors for the model;
Check the script's homepage for example images.
Short keys Documentation
KEYS
M : dipslay GUI Menu
D : Set/Unset Documentation
S : Save current window content
in a tga file
Q or ESC : Exit
T : Set/Unset Transparency
L : Set/Unset lines
E : Set/Unset outline
B : Set lines color to Black
W : Set lines color to white
ARROW : displace model on
UP/DOWN/LEFT/RIGHT side
PADPLUS : increase ZOOM
PADMINUS : decrease ZOOM
HOME : cancel display modifs
Mouse button
RIGHTMOUSE : same as arrows
"""
# $Id$
#
#----------------------------------------------
# uvpainter script (c) 04/2004 jean-michel soler
# http://jmsoler.free.fr/util/blenderfile/py/UVpaint05.zip
# this script is released under GPL licence
# for the Blender 2.33 scripts distribution
#----------------------------------------------
# Official page :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_uvpainting.htm
# Communicate problems and errors on:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#----------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_uvpainting.htm
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
# ce script est proposé sous licence GPL pour etre associe
# a la distribution de Blender 2.33 et suivant
# --------------------------------------------------------------------------
# this script is released under GPL licence
# for the Blender 2.33 scripts package
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) 2003, 2004: Jean-Michel Soler
#
# 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 *****
# --------------------------------------------------------------------------
import Blender
from Blender.Draw import *
from Blender.BGL import *
from Blender.NMesh import *
try:
import nt
os=nt
except:
import posix
os=posix
def exist(path):
try:
pth=os.stat(Blender.sys.dirname(path))
except:
return 0
return 1
loc0= Blender.Get ("filename").replace('\\','/')
loc0=loc0[:loc0.rfind('/')]
loc2=loc0+'/'+'test00.tga'
mouse_x,mouse_y=0,0
mouse_xr=1
mouse_yr=1
POS=[0,0]
ANC=[0,0]
XY=[0,0]
size=[]
sel=0
X,Y=0,0
TRANSP,EMPTY,DOCU=0,0,0
MENU, SAVE =1,0
glCr=glRasterPos2d
glCl3=glColor3f
glCl4=glColor4f
glRct=glRectf
LC=1.0
xlimit=0
selmatlist=[]
LIM=[0.0,0.0,0.0,0.0]
NOLIM=1
if not NOLIM : LIM=[-1.0,1.0,-1.0,1.0]
TR=0.8
def Doc(size):
S0,S1=40,50
a=[S0,size[3]-S1, .8,.8,.8]
b=[S0*7,size[3]-S1, .8,0.8,0.8]
c=[S0*7,size[3]-S1*7, 0.8,0.8,0.8]
d=[S0,size[3]-S1*7, 0.8,0.8,0.8]
Tcarre(a,b,c,d,0.8)
Lcarre(a,b,c,d,0.0)
DOC=[' ',
'Documentation',
' ',
'KEYS ',
'M : dipslay GUI Menu',
'D : Set/Unset Documentation',
'S : Save current window content',
' in a tga file',
'Q or ESC : Exit',
'T : Set/Unset Transparency',
'L : Set/Unset lines',
'E : Set/Unset outline',
'B : Set lines color to Black ',
'W : Set lines color to white',
'ARROW : displace model on ',
' UP/DOWN/LEFT/RIGHT side' ,
'PADPLUS : increase ZOOM ',
'PADMINUS : decrease ZOOM ',
'HOME : cancel display modifs',
' ',
'Mouse button',
'RIGHTMOUSE : same as arrows',
]
glColor3f(0.0,0.0,0.0)
for D in DOC :
glRasterPos2f(S0+8, size[3]-S1-13*DOC.index(D))
Text(D)
def Ttriangle(a,b,c):
glBegin(GL_TRIANGLES);
glColor4f(a[2],a[3],a[4],TR)
glVertex2f(a[0],a[1]);
glColor4f(b[2],b[3],b[4],TR)
glVertex2f(b[0],b[1]);
glColor4f(c[2],c[3],c[4],TR)
glVertex2f(c[0],c[1]);
glEnd();
def Ftriangle(a,b,c):
glBegin(GL_TRIANGLES);
glColor3f(a[2],a[3],a[4])
glVertex2f(a[0],a[1]);
glColor3f(b[2],b[3],b[4])
glVertex2f(b[0],b[1]);
glColor3f(c[2],c[3],c[4])
glVertex2f(c[0],c[1]);
glEnd();
def Ltriangle(a,b,c,LC=0.5):
TL=[a,b,c,a]
for v in [0,1,2] :
glBegin(GL_LINES);
glColor4f(LC,LC,LC,TR+0.2)
glVertex2f(TL[v][0],TL[v][1]);
glVertex2f(TL[v+1][0],TL[v+1][1]);
glEnd();
def Tcarre(a,b,c,d,LC=1.0):
Ttriangle(a,b,c)
Ttriangle(a,c,d)
def Fcarre(a,b,c,d,LC=1.0):
Ftriangle(a,b,c)
Ftriangle(a,c,d)
def Lcarre(a,b,c,d,LC=0.5):
TL=[a,b,c,d,a]
for v in [0,1,2,3] :
glBegin(GL_LINES);
glColor4f(LC,LC,LC,TR+0.2)
glVertex2f(TL[v][0],TL[v][1]);
glVertex2f(TL[v+1][0],TL[v+1][1]);
glEnd();
def transface(f,x,y,u=0.0, v=0.0):
global xlimit, LIM
global mouse_xr,sel, ANC, X,Y
global mouse_yr, POS, XY,size
global mouse_x, mouse_y
mouse_x=mouse_xr-size[0]
mouse_y=mouse_yr-size[1]
if sel==1:
POS=[mouse_x-ANC[0],mouse_y-ANC[1]]
u,v=POS
a=[0,0,0.0, 0.0,0.0,0.0]
b=[0,0,0.0, 0.0,0.0,0.0]
c=[0,0,0.0, 0.0,0.0,0.0]
d=[0,0,0.0, 0.0,0.0,0.0]
if len(f.v)>=3:
a[0]=int((f.uv[0][0]-LIM[1])*x+u)
a[1]=int((f.uv[0][1]-LIM[3])*y+v)
if a[0]>xlimit:
xlimit=a[0]
a[2]=f.col[0].r/255.0
a[3]=f.col[0].g/255.0
a[4]=f.col[0].b/255.0
c[0]=int((f.uv[2][0]-LIM[1])*x+u)
c[1]=int((f.uv[2][1]-LIM[3])*y+v)
if c[0]>xlimit:
xlimit=c[0]
c[2]=f.col[2].r/255.0
c[3]=f.col[2].g/255.0
c[4]=f.col[2].b/255.0
b[0]=int((f.uv[1][0]-LIM[1])*x+u)
b[1]=int((f.uv[1][1]-LIM[3])*y+v)
if b[0]>xlimit:
xlimit=b[0]
b[2]=f.col[1].r/255.0
b[3]=f.col[1].g/255.0
b[4]=f.col[1].b/255.0
if len(f.v)==4:
d[0]=int((f.uv[3][0]-LIM[1])*x+u)
d[1]=int((f.uv[3][1]-LIM[3])*y+v)
if d[0]>xlimit:
xlimit=d[0]
d[2]=f.col[3].r/255.0
d[3]=f.col[3].g/255.0
d[4]=f.col[3].b/255.0
else:
d=0
#print a,b,c
return a,b,c,d
def extract_faces(me,MENU):
global TMATList, selmatlist
if MENU==2:
listf=[]
for f in me.faces:
if f.mat in selmatlist:
listf.append(f)
return listf
def affiche_mesh(ME,x,y):
global LINE,xlimit,MMENU,XLIMIT,xwin,xlimit,LC
global LIM, EMPTY,TRANSP
if not NOLIM : LIM=[-1.0,1.0,-1.0,1.0]
if ME.getType()=='Mesh':
me=ME.getData()
if MMENU.val==1:
se=me.faces
elif MMENU.val==3:
se=[s for s in me.faces if s in me.getSelectedFaces() or s.sel]
elif MMENU.val==2:
se=extract_faces(me,2)
if not NOLIM :
for s in se:
for u in s.uv:
if u[0] >LIM[0] : LIM[0]=u[0]
if u[0] LIM[2] : LIM[2]=u[1]
if u[1]