forked from bartvdbraak/blender
aee06ac0d0
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.
570 lines
15 KiB
Python
570 lines
15 KiB
Python
#!BPY
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"""
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Name: 'Lightmap UVPack'
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Blender: 242
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Group: 'UVCalculation'
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Tooltip: 'Give each face non overlapping space on a texture.'
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"""
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__author__ = "Campbell Barton"
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__url__ = ("blender", "elysiun")
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__version__ = "1.0 2006/02/07"
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__bpydoc__ = """\
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"""
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Campbell Barton
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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from Blender import *
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import bpy
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import BPyMesh
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# reload(BPyMesh)
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from math import sqrt
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class prettyface(object):
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__slots__ = 'uv', 'width', 'height', 'children', 'xoff', 'yoff', 'has_parent', 'rot'
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def __init__(self, data):
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self.has_parent = False
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self.rot = False # only used for triables
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self.xoff = 0
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self.yoff = 0
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if type(data) == list: # list of data
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self.uv = None
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# join the data
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if len(data) == 2:
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# 2 vertical blocks
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data[1].xoff = data[0].width
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self.width = data[0].width * 2
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self.height = data[0].height
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elif len(data) == 4:
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# 4 blocks all the same size
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d = data[0].width # dimension x/y are the same
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data[1].xoff += d
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data[2].yoff += d
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data[3].xoff += d
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data[3].yoff += d
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self.width = self.height = d*2
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#else:
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# print len(data), data
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# raise "Error"
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for pf in data:
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pf.has_parent = True
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self.children = data
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elif type(data) == tuple:
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# 2 blender faces
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# f, (len_min, len_mid, len_max)
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self.uv = data
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f1, lens1, lens1ord = data[0]
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if data[1]:
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f2, lens2, lens2ord = data[1]
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self.width = (lens1[lens1ord[0]] + lens2[lens2ord[0]])/2
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self.height = (lens1[lens1ord[1]] + lens2[lens2ord[1]])/2
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else: # 1 tri :/
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self.width = lens1[0]
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self.height = lens1[1]
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self.children = []
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else: # blender face
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self.uv = data.uv
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cos = [v.co for v in data]
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self.width = ((cos[0]-cos[1]).length + (cos[2]-cos[3]).length)/2
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self.height = ((cos[1]-cos[2]).length + (cos[0]-cos[3]).length)/2
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self.children = []
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def spin(self):
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if self.uv and len(self.uv) == 4:
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self.uv = self.uv[1], self.uv[2], self.uv[3], self.uv[0]
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self.width, self.height = self.height, self.width
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self.xoff, self.yoff = self.yoff, self.xoff # not needed?
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self.rot = not self.rot # only for tri pairs.
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# print 'spinning'
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for pf in self.children:
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pf.spin()
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def place(self, xoff, yoff, xfac, yfac, margin_w, margin_h):
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xoff += self.xoff
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yoff += self.yoff
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for pf in self.children:
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pf.place(xoff, yoff, xfac, yfac, margin_w, margin_h)
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uv = self.uv
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if not uv:
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return
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x1 = xoff
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y1 = yoff
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x2 = xoff + self.width
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y2 = yoff + self.height
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# Scale the values
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x1 = x1/xfac + margin_w
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x2 = x2/xfac - margin_w
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y1 = y1/yfac + margin_h
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y2 = y2/yfac - margin_h
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# 2 Tri pairs
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if len(uv) == 2:
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# match the order of angle sizes of the 3d verts with the UV angles and rotate.
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def get_tri_angles(v1,v2,v3):
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a1= Mathutils.AngleBetweenVecs(v2-v1,v3-v1)
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a2= Mathutils.AngleBetweenVecs(v1-v2,v3-v2)
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a3 = 180 - (a1+a2) #a3= Mathutils.AngleBetweenVecs(v2-v3,v1-v3)
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return [(a1,0),(a2,1),(a3,2)]
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def set_uv(f, p1, p2, p3):
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# cos =
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#v1 = cos[0]-cos[1]
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#v2 = cos[1]-cos[2]
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#v3 = cos[2]-cos[0]
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angles_co = get_tri_angles(*[v.co for v in f])
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angles_co.sort()
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I = [i for a,i in angles_co]
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fuv = f.uv
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if self.rot:
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fuv[I[2]][:] = p1
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fuv[I[1]][:] = p2
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fuv[I[0]][:] = p3
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else:
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fuv[I[2]][:] = p1
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fuv[I[0]][:] = p2
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fuv[I[1]][:] = p3
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f, lens, lensord = uv[0]
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set_uv(f, (x1,y1), (x1, y2-margin_h), (x2-margin_w, y1))
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if uv[1]:
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f, lens, lensord = uv[1]
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set_uv(f, (x2,y2), (x2, y1+margin_h), (x1+margin_w, y2))
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else: # 1 QUAD
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uv[1][:] = x1,y1
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uv[2][:] = x1,y2
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uv[3][:] = x2,y2
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uv[0][:] = x2,y1
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def __hash__(self):
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# None unique hash
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return self.width, self.height
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def lightmap_uvpack( meshes,\
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PREF_SEL_ONLY= True,\
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PREF_NEW_UVLAYER= False,\
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PREF_PACK_IN_ONE= False,\
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PREF_APPLY_IMAGE= False,\
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PREF_IMG_PX_SIZE= 512,\
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PREF_BOX_DIV= 8,\
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PREF_MARGIN_DIV= 512):
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'''
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BOX_DIV if the maximum division of the UV map that
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a box may be consolidated into.
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Basicly, a lower value will be slower but waist less space
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and a higher value will have more clumpy boxes but more waisted space
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'''
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if not meshes:
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return
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t = sys.time()
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if PREF_PACK_IN_ONE:
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if PREF_APPLY_IMAGE:
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image = Image.New('lightmap', PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24)
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face_groups = [[]]
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else:
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face_groups = []
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for me in meshes:
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# Add face UV if it does not exist.
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# All new faces are selected.
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me.faceUV = True
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if PREF_SEL_ONLY:
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faces = [f for f in me.faces if f.sel]
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else:
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faces = list(me.faces)
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if PREF_PACK_IN_ONE:
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face_groups[0].extend(faces)
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else:
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face_groups.append(faces)
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if PREF_NEW_UVLAYER:
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me.addUVLayer('lightmap')
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me.activeUVLayer = 'lightmap'
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for face_sel in face_groups:
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print "\nStarting unwrap"
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if len(face_sel) <4:
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print '\tWarning, less then 4 faces, skipping'
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continue
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pretty_faces = [prettyface(f) for f in face_sel if len(f) == 4]
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# Do we have any tri's
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if len(pretty_faces) != len(face_sel):
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# Now add tri's, not so simple because we need to pair them up.
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def trylens(f):
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# f must be a tri
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cos = [v.co for v in f]
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lens = [(cos[0] - cos[1]).length, (cos[1] - cos[2]).length, (cos[2] - cos[0]).length]
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lens_min = lens.index(min(lens))
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lens_max = lens.index(max(lens))
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for i in xrange(3):
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if i != lens_min and i!= lens_max:
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lens_mid = i
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break
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lens_order = lens_min, lens_mid, lens_max
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return f, lens, lens_order
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tri_lengths = [trylens(f) for f in face_sel if len(f) == 3]
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del trylens
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def trilensdiff(t1,t2):
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return\
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abs(t1[1][t1[2][0]]-t2[1][t2[2][0]])+\
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abs(t1[1][t1[2][1]]-t2[1][t2[2][1]])+\
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abs(t1[1][t1[2][2]]-t2[1][t2[2][2]])
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while tri_lengths:
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tri1 = tri_lengths.pop()
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if not tri_lengths:
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pretty_faces.append(prettyface((tri1, None)))
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break
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best_tri_index = -1
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best_tri_diff = 100000000.0
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for i, tri2 in enumerate(tri_lengths):
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diff = trilensdiff(tri1, tri2)
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if diff < best_tri_diff:
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best_tri_index = i
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best_tri_diff = diff
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pretty_faces.append(prettyface((tri1, tri_lengths.pop(best_tri_index))))
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# Get the min, max and total areas
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max_area = 0.0
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min_area = 100000000.0
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tot_area = 0
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for f in face_sel:
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area = f.area
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if area > max_area: max_area = area
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if area < min_area: min_area = area
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tot_area += area
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max_len = sqrt(max_area)
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min_len = sqrt(min_area)
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side_len = sqrt(tot_area)
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# Build widths
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curr_len = max_len
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print '\tGenerating lengths...',
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lengths = []
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while curr_len > min_len:
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lengths.append(curr_len)
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curr_len = curr_len/2
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# Dont allow boxes smaller then the margin
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# since we contract on the margin, boxes that are smaller will create errors
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# print curr_len, side_len/MARGIN_DIV
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if curr_len/4 < side_len/PREF_MARGIN_DIV:
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break
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# convert into ints
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lengths_to_ints = {}
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l_int = 1
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for l in reversed(lengths):
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lengths_to_ints[l] = l_int
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l_int*=2
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lengths_to_ints = lengths_to_ints.items()
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lengths_to_ints.sort()
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print 'done'
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# apply quantized values.
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for pf in pretty_faces:
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w = pf.width
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h = pf.height
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bestw_diff = 1000000000.0
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besth_diff = 1000000000.0
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new_w = 0.0
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new_h = 0.0
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for l, i in lengths_to_ints:
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d = abs(l - w)
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if d < bestw_diff:
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bestw_diff = d
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new_w = i # assign the int version
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d = abs(l - h)
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if d < besth_diff:
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besth_diff = d
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new_h = i # ditto
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pf.width = new_w
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pf.height = new_h
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if new_w > new_h:
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pf.spin()
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print '...done'
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# Since the boxes are sized in powers of 2, we can neatly group them into bigger squares
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# this is done hierarchily, so that we may avoid running the pack function
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# on many thousands of boxes, (under 1k is best) because it would get slow.
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# Using an off and even dict us usefull because they are packed differently
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# where w/h are the same, their packed in groups of 4
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# where they are different they are packed in pairs
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#
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# After this is done an external pack func is done that packs the whole group.
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print '\tConsolidating Boxes...',
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even_dict = {} # w/h are the same, the key is an int (w)
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odd_dict = {} # w/h are different, the key is the (w,h)
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for pf in pretty_faces:
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w,h = pf.width, pf.height
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if w==h: even_dict.setdefault(w, []).append( pf )
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else: odd_dict.setdefault((w,h), []).append( pf )
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# Count the number of boxes consolidated, only used for stats.
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c = 0
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# This is tricky. the total area of all packed boxes, then squt that to get an estimated size
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# this is used then converted into out INT space so we can compare it with
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# the ints assigned to the boxes size
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# and divided by BOX_DIV, basicly if BOX_DIV is 8
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# ...then the maximum box consolidataion (recursive grouping) will have a max width & height
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# ...1/8th of the UV size.
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# ...limiting this is needed or you end up with bug unused texture spaces
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# ...however if its too high, boxpacking is way too slow for high poly meshes.
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float_to_int_factor = lengths_to_ints[0][0]
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max_int_dimension = int(((side_len / float_to_int_factor)) / PREF_BOX_DIV)
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# RECURSIVE prettyface grouping
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ok = True
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while ok:
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ok = False
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# Tall boxes in groups of 2
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for d, boxes in odd_dict.items():
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if d[1] < max_int_dimension:
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#\boxes.sort(key = lambda a: len(a.children))
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while len(boxes) >= 2:
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# print "foo", len(boxes)
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ok = True
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c += 1
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pf_parent = prettyface([boxes.pop(), boxes.pop()])
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pretty_faces.append(pf_parent)
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w,h = pf_parent.width, pf_parent.height
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if w>h: raise "error"
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if w==h:
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even_dict.setdefault(w, []).append(pf_parent)
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else:
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odd_dict.setdefault((w,h), []).append(pf_parent)
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# Even boxes in groups of 4
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for d, boxes in even_dict.items():
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if d < max_int_dimension:
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boxes.sort(key = lambda a: len(a.children))
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while len(boxes) >= 4:
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# print "bar", len(boxes)
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ok = True
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c += 1
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pf_parent = prettyface([boxes.pop(), boxes.pop(), boxes.pop(), boxes.pop()])
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pretty_faces.append(pf_parent)
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w = pf_parent.width # width and weight are the same
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even_dict.setdefault(w, []).append(pf_parent)
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del even_dict
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del odd_dict
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orig = len(pretty_faces)
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pretty_faces = [pf for pf in pretty_faces if not pf.has_parent]
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# spin every second prettyface
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# if there all vertical you get less efficiently used texture space
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i = len(pretty_faces)
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d = 0
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while i:
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i -=1
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pf = pretty_faces[i]
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if pf.width != pf.height:
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d += 1
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if d % 2: # only pack every second
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pf.spin()
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# pass
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print 'Consolidated', c, 'boxes, done'
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# print 'done', orig, len(pretty_faces)
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# boxes2Pack.append([islandIdx, w,h])
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print '\tPacking Boxes', len(pretty_faces), '...',
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boxes2Pack = [ [0.0, 0.0, pf.width, pf.height, i] for i, pf in enumerate(pretty_faces)]
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packWidth, packHeight = Geometry.BoxPack2D(boxes2Pack)
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# print packWidth, packHeight
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packWidth = float(packWidth)
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packHeight = float(packHeight)
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margin_w = ((packWidth) / PREF_MARGIN_DIV)/ packWidth
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margin_h = ((packHeight) / PREF_MARGIN_DIV) / packHeight
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# print margin_w, margin_h
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print 'done'
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# Apply the boxes back to the UV coords.
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print '\twriting back UVs',
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for i, box in enumerate(boxes2Pack):
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pretty_faces[i].place(box[0], box[1], packWidth, packHeight, margin_w, margin_h)
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# pf.place(box[1][1], box[1][2], packWidth, packHeight, margin_w, margin_h)
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print 'done'
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if PREF_APPLY_IMAGE:
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if not PREF_PACK_IN_ONE:
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image = Image.New('lightmap', PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24)
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for f in face_sel:
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f.image = image
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for me in meshes:
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me.update()
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print 'finished all %.2f ' % (sys.time() - t)
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Window.RedrawAll()
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def main():
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scn = bpy.data.scenes.active
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PREF_ACT_ONLY = Draw.Create(1)
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PREF_SEL_ONLY = Draw.Create(1)
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PREF_NEW_UVLAYER = Draw.Create(0)
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PREF_PACK_IN_ONE = Draw.Create(0)
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PREF_APPLY_IMAGE = Draw.Create(0)
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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()
|