forked from bartvdbraak/blender
cf3d6d63ee
renaming failed in some cases, now we can just render to a file.
373 lines
12 KiB
Python
373 lines
12 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.props import *
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def write_svg(fw, mesh, image_width, image_height, face_iter):
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# for making an XML compatible string
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from xml.sax.saxutils import escape
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from os.path import basename
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fw('<?xml version="1.0" standalone="no"?>\n')
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fw('<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" \n')
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fw(' "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">\n')
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fw('<svg width="%dpx" height="%dpx" viewBox="0px 0px %dpx %dpx"\n' % (image_width, image_height, image_width, image_height))
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fw(' xmlns="http://www.w3.org/2000/svg" version="1.1">\n')
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desc = "%r, %s, (Blender %s)" % (basename(bpy.data.filepath), mesh.name, bpy.app.version_string)
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fw('<desc>%s</desc>\n' % escape(desc))
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# svg colors
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fill_settings = []
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fill_default = 'fill="grey"'
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for mat in mesh.materials if mesh.materials else [None]:
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if mat:
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fill_settings.append('fill="rgb(%d, %d, %d)"' % tuple(int(c * 255) for c in mat.diffuse_color))
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else:
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fill_settings.append(fill_default)
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faces = mesh.faces
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for i, uvs in face_iter:
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try: # rare cases material index is invalid.
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fill = fill_settings[faces[i].material_index]
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except IndexError:
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fill = fill_default
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fw('<polygon %s fill-opacity="0.5" stroke="black" stroke-width="1px" \n' % fill)
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fw(' points="')
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for j, uv in enumerate(uvs):
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x, y = uv[0], 1.0 - uv[1]
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fw('%.3f,%.3f ' % (x * image_width, y * image_height))
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fw('" />\n')
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fw('\n')
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fw('</svg>\n')
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def write_eps(fw, mesh, image_width, image_height, face_iter):
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fw('%!PS-Adobe-3.0 EPSF-3.0\n')
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fw("%%%%Creator: Blender %s\n" % bpy.app.version_string)
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fw('%%Pages: 1\n')
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fw('%%Orientation: Portrait\n')
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fw("%%%%BoundingBox: 0 0 %d %d\n" % (image_width, image_height))
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fw("%%%%HiResBoundingBox: 0.0 0.0 %.4f %.4f\n" % (image_width, image_height))
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fw('%%EndComments\n')
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fw('%%Page: 1 1\n')
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fw('0 0 translate\n')
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fw('1.0 1.0 scale\n')
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fw('0 0 0 setrgbcolor\n')
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fw('[] 0 setdash\n')
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fw('1 setlinewidth\n')
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fw('1 setlinejoin\n')
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fw('1 setlinecap\n')
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fw('/DRAW {')
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# can remove from here to next comment to disable filling, aparently alpha is not supported
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fw('gsave\n')
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fw('0.7 setgray\n')
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fw('fill\n')
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fw('grestore\n')
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fw('0 setgray\n')
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# remove to here
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fw('stroke\n')
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fw('} def\n')
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fw('newpath\n')
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firstline = True
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for i, uvs in face_iter:
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for j, uv in enumerate(uvs):
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x, y = uv[0], uv[1]
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if j == 0:
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if not firstline:
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fw('closepath\n')
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fw('DRAW\n')
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fw('newpath\n')
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firstline = False
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fw('%.5f %.5f moveto\n' % (x * image_width, y * image_height))
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else:
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fw('%.5f %.5f lineto\n' % (x * image_width, y * image_height))
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fw('closepath\n')
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fw('DRAW\n')
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fw('showpage\n')
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fw('%%EOF\n')
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def write_png(fw, mesh_source, image_width, image_height, face_iter):
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filepath = fw.__self__.name
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fw.__self__.close()
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material_solids = [bpy.data.materials.new("uv_temp_solid") for i in range(max(1, len(mesh_source.materials)))]
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material_wire = bpy.data.materials.new("uv_temp_wire")
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scene = bpy.data.scenes.new("uv_temp")
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mesh = bpy.data.meshes.new("uv_temp")
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for mat_solid in material_solids:
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mesh.materials.append(mat_solid)
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tot_verts = 0
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face_lens = []
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for f in mesh_source.faces:
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tot_verts += len(f.vertices)
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# now set the faces coords and locations
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# build mesh data
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mesh_new_vertices = []
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mesh_new_materials = []
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mesh_new_face_vertices = []
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current_vert = 0
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faces_source = mesh_source.faces
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for i, uv in face_iter:
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if len(uv) == 3:
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mesh_new_vertices.extend([uv[0][0], uv[0][1], 0.0, uv[1][0], uv[1][1], 0.0, uv[2][0], uv[2][1], 0.0])
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mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, 0])
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current_vert += 3
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else:
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mesh_new_vertices.extend([uv[0][0], uv[0][1], 0.0, uv[1][0], uv[1][1], 0.0, uv[2][0], uv[2][1], 0.0, uv[3][0], uv[3][1], 0.0])
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mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, current_vert + 3])
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current_vert += 4
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mesh_new_materials.append(faces_source[i].material_index)
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mesh.vertices.add(len(mesh_new_vertices) // 3)
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mesh.faces.add(len(mesh_new_face_vertices) // 4)
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mesh.vertices.foreach_set("co", mesh_new_vertices)
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mesh.faces.foreach_set("vertices_raw", mesh_new_face_vertices)
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mesh.faces.foreach_set("material_index", mesh_new_materials)
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mesh.update(calc_edges=True)
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obj_solid = bpy.data.objects.new("uv_temp_solid", mesh)
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obj_wire = bpy.data.objects.new("uv_temp_wire", mesh)
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base_solid = scene.objects.link(obj_solid)
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base_wire = scene.objects.link(obj_wire)
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base_solid.layers[0] = True
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base_wire.layers[0] = True
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# place behind the wire
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obj_solid.location = 0, 0, -1
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obj_wire.material_slots[0].link = 'OBJECT'
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obj_wire.material_slots[0].material = material_wire
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# setup the camera
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cam = bpy.data.cameras.new("uv_temp")
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cam.type = 'ORTHO'
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cam.ortho_scale = 1.0
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obj_cam = bpy.data.objects.new("uv_temp_cam", cam)
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obj_cam.location = 0.5, 0.5, 1.0
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scene.objects.link(obj_cam)
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scene.camera = obj_cam
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# setup materials
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for i, mat_solid in enumerate(material_solids):
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if mesh_source.materials and mesh_source.materials[i]:
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mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color
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mat_solid.use_shadeless = True
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mat_solid.use_transparency = True
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mat_solid.alpha = 0.25
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material_wire.type = 'WIRE'
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material_wire.use_shadeless = True
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material_wire.diffuse_color = 0, 0, 0
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# scene render settings
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scene.render.use_raytrace = False
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scene.render.alpha_mode = 'STRAIGHT'
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scene.render.color_mode = 'RGBA'
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scene.render.resolution_x = image_width
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scene.render.resolution_y = image_height
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scene.render.resolution_percentage = 100
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if image_width > image_height:
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scene.render.pixel_aspect_y = image_width / image_height
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elif image_width < image_height:
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scene.render.pixel_aspect_x = image_height /image_width
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scene.frame_start = 1
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scene.frame_end = 1
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scene.render.file_format = 'PNG'
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scene.render.filepath = filepath
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data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
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bpy.ops.render.render(data_context, write_still=True)
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# cleanup
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bpy.data.scenes.remove(scene)
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bpy.data.objects.remove(obj_cam)
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bpy.data.objects.remove(obj_solid)
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bpy.data.objects.remove(obj_wire)
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bpy.data.cameras.remove(cam)
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bpy.data.meshes.remove(mesh)
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bpy.data.materials.remove(material_wire)
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for mat_solid in material_solids:
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bpy.data.materials.remove(mat_solid)
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class ExportUVLayout(bpy.types.Operator):
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"""Export UV layout to file"""
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bl_idname = "uv.export_layout"
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bl_label = "Export UV Layout"
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bl_options = {'REGISTER', 'UNDO'}
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filepath = StringProperty(name="File Path", description="File path used for exporting the SVG file", maxlen=1024, default="", subtype='FILE_PATH')
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check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
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export_all = BoolProperty(name="All UV's", description="Export all UVs in this mesh (not just the visible ones)", default=False)
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mode = EnumProperty(items=(
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('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file"),
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('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file"),
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('PNG', "PNG Image (.png)", "Export the UV layout a bitmap image")),
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name="Format",
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description="File format to export the UV layout to",
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default='PNG')
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size = IntVectorProperty(size=2, default=(1024, 1024), min=8, max=32768, description="Dimensions of the exported file")
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@classmethod
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def poll(cls, context):
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obj = context.active_object
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return (obj and obj.type == 'MESH' and obj.data.uv_textures)
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def _space_image(self, context):
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space_data = context.space_data
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if type(space_data) == bpy.types.SpaceImageEditor:
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return space_data
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else:
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return None
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def _image_size(self, context, default_width=1024, default_height=1024):
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# fallback if not in image context.
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image_width, image_height = default_width, default_height
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space_data = self._space_image(context)
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if space_data:
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image = space_data.image
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if image:
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width, height = tuple(context.space_data.image.size)
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# incase no data is found.
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if width and height:
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image_width, image_height = width, height
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return image_width, image_height
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def _face_uv_iter(self, context):
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obj = context.active_object
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mesh = obj.data
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uv_layer = mesh.uv_textures.active.data
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uv_layer_len = len(uv_layer)
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if not self.export_all:
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local_image = Ellipsis
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if context.tool_settings.show_uv_local_view:
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space_data = self._space_image(context)
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if space_data:
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local_image = space_data.image
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faces = mesh.faces
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for i in range(uv_layer_len):
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uv_elem = uv_layer[i]
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# context checks
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if faces[i].select and (local_image is Ellipsis or local_image == uv_elem.image):
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#~ uv = uv_elem.uv
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#~ if False not in uv_elem.select_uv[:len(uv)]:
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#~ yield (i, uv)
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# just write what we see.
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yield (i, uv_layer[i].uv)
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else:
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# all, simple
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for i in range(uv_layer_len):
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yield (i, uv_layer[i].uv)
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def execute(self, context):
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obj = context.active_object
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is_editmode = (obj.mode == 'EDIT')
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if is_editmode:
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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mesh = obj.data
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mode = self.mode
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filepath = self.filepath
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filepath = bpy.path.ensure_ext(filepath, "." + mode.lower())
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file = open(filepath, "w")
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fw = file.write
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if mode == 'SVG':
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func = write_svg
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elif mode == 'EPS':
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func = write_eps
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elif mode == 'PNG':
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func = write_png
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func(fw, mesh, self.size[0], self.size[1], self._face_uv_iter(context))
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if is_editmode:
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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return {'FINISHED'}
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def check(self, context):
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filepath = bpy.path.ensure_ext(self.filepath, "." + self.mode.lower())
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if filepath != self.filepath:
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self.filepath = filepath
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return True
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else:
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return False
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def invoke(self, context, event):
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import os
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self.size = self._image_size(context)
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self.filepath = os.path.splitext(bpy.data.filepath)[0]
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wm = context.window_manager
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wm.add_fileselect(self)
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return {'RUNNING_MODAL'}
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def menu_func(self, context):
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self.layout.operator(ExportUVLayout.bl_idname)
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def register():
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bpy.types.IMAGE_MT_uvs.append(menu_func)
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def unregister():
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bpy.types.IMAGE_MT_uvs.remove(menu_func)
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if __name__ == "__main__":
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register()
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