blender/release/scripts/UVpaint05.py
Willian Padovani Germano b82be27659 Bundled scripts:
-starting updates and new additions for Blender 2.34:
  Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules.  This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules.  It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.

Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.

BPython:
-added two new script menu groups: Tools and Utils.  We still need to find places elsewhere in the gui where the groups can be put.
2004-06-07 01:34:15 +00:00

443 lines
10 KiB
Python

#!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.'
"""
#----------------------------------------------
# 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
#----------------------------------------------
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.sys.dirname(Blender.Get ("filename"))
loc2=loc0+Blender.sys.dirsep+'test00.tga'
glCr=glRasterPos2d
glCl3=glColor3f
glCl4=glColor4f
glRct=glRectf
xlimit=0
selmatlist=[]
def triangle(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):
glBegin(GL_LINES);
glColor3f(1.0,1.0,1.0)
glVertex2f(a[0],a[1]);
glVertex2f(b[0],b[1]);
glVertex2f(c[0],c[1]);
glEnd();
def carre(a,b,c,d):
triangle(a,b,c)
triangle(a,c,d)
def Lcarre(a,b,c,d):
glBegin(GL_LINES);
glColor3f(1.0,1.0,1.0)
glVertex2f(a[0],a[1]);
glVertex2f(b[0],b[1]);
glVertex2f(c[0],c[1]);
glVertex2f(d[0],d[1]);
glEnd();
def transface(f,x,y):
global xlimit
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]*x)
a[1]=int(f.uv[0][1]*y)
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]*x)
c[1]=int(f.uv[2][1]*y)
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]*x)
b[1]=int(f.uv[1][1]*y)
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]*x)
d[1]=int(f.uv[3][1]*y)
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
if ME.getType()=='Mesh':
me=GetRaw(ME.getData().name)
if MMENU.val==1:
se=me.faces
elif MMENU.val==3:
se=me.getSelectedFaces()
elif MMENU.val==2:
se=extract_faces(me,2)
xlimit=0
for f in se:
a,b,c,d=transface(f,x,y)
if len(f.v)==4:
triangle(a,b,c)
triangle(a,c,d)
elif len(f.v)==3:
triangle(a,b,c)
if LINE.val==1:
for f in se:
a,b,c,d=transface(f,x,y)
if len(f.v)==4:
Lcarre(a,b,c,d)
elif len(f.v)==3:
Ltriangle(a,b,c)
if XLIMIT.val==0:
Lcarre([1,1],[1,y-2],[xlimit+2,y-2],[xlimit+2,1])
else:
Lcarre([1,1],[1,y-2],[xwin-2,y-2],[xwin-2,1])
def write_tgafile(loc2,bitmap,width,height,profondeur):
f=open(loc2,'wb')
Origine_en_haut_a_gauche=32
Origine_en_bas_a_gauche=0
Data_Type_2=2
RVB=profondeur*8
RVBA=32
entete0=[]
for t in range(18):
entete0.append(chr(0))
entete0[2]=chr(Data_Type_2)
entete0[13]=chr(width/256)
entete0[12]=chr(width % 256)
entete0[15]=chr(height/256)
entete0[14]=chr(height % 256)
entete0[16]=chr(RVB)
entete0[17]=chr(Origine_en_bas_a_gauche)
#Origine_en_haut_a_gauche
for t in entete0:
f.write(t)
for t in bitmap:
for c in [2,1,0,3]:
#print t[c]%256
f.write(chr(t[c]*2))
f.close()
def save(x0,y0,dx,dy):
im = Buffer(GL_BYTE,[dx*(dy+1),4])
glReadPixels(x0,y0,dx,dy,GL_RGBA, GL_BYTE,im);
print len(im), dx*dy, dx, dy, len(im)/dy
write_tgafile(loc2,im,dx,dy+1,4)
def DOCMat_list(TMATList,ME):
me=Blender.NMesh.GetRaw(ME.getData().name)
if len(me.materials)!=0:
n=0
for mat in me.materials:
TMATList[1][n][0]=mat.R
TMATList[1][n][1]=mat.G
TMATList[1][n][2]=mat.B
n+=1
TMATList[0]=n
else:
TMATList[0]=0
return TMATList
def SELMat_list():
global TMATList,selmatlist
Me=Blender.Object.GetSelected()
if Me!=[]:
if Me[0].getType()=='Mesh':
TMATList=DOCMat_list(TMATList,Me[0])
selmatlist=[]
for TMat in TMATList[2]:
if TMat.val==1.0:
selmatlist.append(TMATList[2].index(TMat))
ERROR=0
else:
ERROR=1
TextERROR='Selected Object is not a mesh.'
else:
ERROR=1
TextERROR='No Selected Object.'
def DOCBONEMENU(TBONEMENU):
pass
# ----------
# uvpaint1
# ----------
NSIZE=Create(1.0)
# ----------
# uvpaint2
# ----------
LINE=Create(0)
# ----------
# uvpaint3
# ----------
TEXT=Create(loc2)
# ----------
# uvpaint4
# ----------
TMENU="MODE MENU %t|All %x1|Material %x2|Selected %x3"
# coming soon : "|Bone %x4", perhaps in uvpainter v0.5
MMENU=Create(3)
TDOCMat = Create(0)
# ----------
TMATList= [0,[],[]]
for t in range(16):
TMATList[1].append([0.0,0.0,0.0])
TMATList[2].append(Create(0))
# ----------
TDOCMat = Create(1)
# ----------
TBONEMENU= Create(1)
# ----------
XLIMIT=Create(0)
y=0
x=0
x0=0
y0=0
xwin=0
n0=32
def draw():
global NSIZE,LINE,x0,y0,y,x,TEXT,MMENU,TDOCMat
global XLIMIT,selmatlist,xwin
size=Buffer(GL_FLOAT, 4)
glGetFloatv(GL_SCISSOR_BOX, size)
size= size.list
for s in [0,1,2,3]: size[s]=int(size[s])
n0=32
x0=size[0]
y0=size[1]
x=size[2]
y=size[3]
xwin=x
ywin=y
glClear(GL_COLOR_BUFFER_BIT)
glShadeModel(GL_SMOOTH)
SelecMESH=Blender.Object.GetSelected()
if SelecMESH!=[]:
if SelecMESH[0].getType()=='Mesh':
affiche_mesh(SelecMESH[0],int(y*NSIZE.val),int(y*NSIZE.val-n0-2))
glColor3f(0.0,0.0,0.0)
glRectf(4,size[3],555,size[3]-32 )
glColor3f(1.0,1.0,1.0)
glRasterPos2f(8, size[3]-13)
Text("uvpainter v0.5")
glRasterPos2f(8, size[3]-28)
Text("Jm Soler, 05/2004")
Button("ReDraw" ,16 ,290-118+61 ,size[3]-30 ,60 ,13)
Button("Exit" ,1 ,250-122+63 ,size[3]-30 ,38 ,13)
Button("Save" ,6 ,250-16+61 ,size[3]-30 ,40 ,13)
NSIZE= Slider("Sc:",4 ,290-118+61 ,size[3]-15 , 102, 13, NSIZE.val, 0.1,1.5,0,"SIZE.")
LINE=Toggle("line", 5 ,250-122+63 ,size[3]-15 , 38, 13, LINE.val, "Draw lines")
glRasterPos2f(250-130 ,size[3]-13,)
Text("Mode")
MMENU= Menu(TMENU ,2 ,250-130, size[3]-30, 63, 13, MMENU.val, "MODE menu.")
if MMENU.val==1 or MMENU.val==3:
glRasterPos2f( 250-16+61+42+80,size[3]-13)
if XLIMIT.val:
xl=xwin
else:
xl=xlimit
Text("x :"+"%d"%(xl+2))
glRasterPos2f(250-16+61+42+65*2,size[3]-13)
Text("y :"+"%d"%(y-n0+1))
TEXT=String("to:", 7 , 278+61 ,size[3]-28 , 213, 13, TEXT.val, 256, "Draw lines")
if XLIMIT.val==1:
limit='winlimit'
else:
limit='maxXlimit'
XLIMIT=Toggle(limit, 9 , 250-16+61+42 ,size[3]-15 , 60, 13, XLIMIT.val, "to save picture from x max uv limit, or x window max limit")
if MMENU.val==2:
TDOCMat=Toggle("doc" ,24,250-130+35 ,size[3]-13 , 28, 13, TDOCMat.val)
if TDOCMat.val==1:
SELMat_list()
for t in range(TMATList[0]):
glCl3(TMATList[1][t][0],
TMATList[1][t][1],
TMATList[1][t][2])
glRct((293-16+61)+t*20,
size[3]-13,
(293-16+61)+t*20+20,
size[3]-30,)
TMATList[2][t]=Toggle("%s"%t , 32+t ,(293-16+61)+t*20 ,size[3]-13 ,20 , 13,TMATList[2][t].val)
def event(evt, val):
if (evt== QKEY and not val): Exit()
def bevent(evt):
global LINE,NSIZE,n0,x0,y0,y,TEXT, loc2
global TMATList, selmatlist, TDOCMat,XLIMIT
global xlimit
if (evt== 1):
Exit()
elif (evt== 16):
pass
elif (evt== 4):
ng=NSIZE.val
elif (evt== 6):
if XLIMIT.val==1:
xi=xwin
else:
xi=xlimit
save(x0,y0,xi+2,int(y*NSIZE.val-n0))
elif (evt== 7):
if exist(TEXT.val):
loc2=TEXT.val
else:
TEXT.val=loc2
elif (evt== 24) or (evt in [32,33,34,35,36,37,38,39,40,41,42,43,44]):
SELMat_list()
Blender.Redraw()
Register(draw, event, bevent)