lightmap pack: made into an operator & added to UV calc menu

This commit is contained in:
Campbell Barton 2011-03-09 10:49:12 +00:00
parent c9dbef90b1
commit 2b88ba069f

@ -38,6 +38,7 @@ import mathutils
from math import sqrt, pi
class prettyface(object):
__slots__ = "uv", "width", "height", "children", "xoff", "yoff", "has_parent", "rot"
@ -218,7 +219,7 @@ def lightmap_uvpack(meshes,
if PREF_PACK_IN_ONE:
if PREF_APPLY_IMAGE:
image = Image.New("lightmap", PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24)
image = bpy.data.images.new(name="lightmap", width=PREF_IMG_PX_SIZE, height=PREF_IMG_PX_SIZE, alpha=False)
face_groups = [[]]
else:
face_groups = []
@ -240,17 +241,7 @@ def lightmap_uvpack(meshes,
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
me.uv_textures.new()
for face_sel in face_groups:
print("\nStarting unwrap")
@ -516,7 +507,8 @@ def lightmap_uvpack(meshes,
image = Image.New("lightmap", PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24)
for f in face_sel:
f.image = image
# f.image = image
f.id_data.uv_textures.active.data[f.index].image = image # XXX25
for me in meshes:
me.update()
@ -526,69 +518,101 @@ def lightmap_uvpack(meshes,
# Window.RedrawAll()
def main():
scn = bpy.context.scene
def unwrap(operator, context, **kwargs):
PREF_ACT_ONLY = 0 # was 1
PREF_SEL_ONLY = 1
PREF_NEW_UVLAYER = 0
PREF_PACK_IN_ONE = 0
PREF_APPLY_IMAGE = 0
PREF_IMG_PX_SIZE = 512
PREF_BOX_DIV = 12
PREF_MARGIN_DIV = 0.1
is_editmode = (bpy.context.object.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
PREF_ACT_ONLY = kwargs.pop("PREF_ACT_ONLY")
'''
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:
obj = scn.objects.active
obj = context.scene.objects.active
if obj == None or obj.type != 'MESH':
operator.report({'error'}, "No mesh object.")
return
meshes = [obj.data]
else:
meshes = {me.name: me for ob in bpy.context.selected_objects if ob.type == 'MESH' for me in (ob.data,) if not me.library if len(me.faces)}.values()
print("sel", bpy.context.selected_objects)
print("meshes", meshes)
meshes = {me.name: me for ob in context.selected_objects if ob.type == 'MESH' for me in (ob.data,) if not me.library if len(me.faces)}.values()
if not meshes:
Draw.PupMenu('Error%t|No mesh objects selected.')
return
# Toggle Edit mode
is_editmode = (bpy.context.active_object.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# Window.WaitCursor(1)
lightmap_uvpack(meshes,
PREF_SEL_ONLY,
PREF_NEW_UVLAYER,
PREF_PACK_IN_ONE,
PREF_APPLY_IMAGE,
PREF_IMG_PX_SIZE,
PREF_BOX_DIV,\
int(1.0 / (PREF_MARGIN_DIV / 100.0)))
lightmap_uvpack(meshes, **kwargs)
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
# Window.WaitCursor(0)
return {'FINISHED'}
if __name__ == '__main__':
# bpy.ops.import_scene.obj(filepath="/untitled.obj")
main()
# bpy.ops.wm.save_mainfile(filepath="/untitled.blend", check_existing=False)
from bpy.props import BoolProperty, FloatProperty, IntProperty, EnumProperty
class LightMapPack(bpy.types.Operator):
'''Follow UVs from active quads along continuous face loops'''
bl_idname = "uv.lightmap_pack"
bl_label = "Lightmap Pack"
bl_options = {'REGISTER', 'UNDO'}
PREF_CONTEXT = bpy.props.EnumProperty(
items=(("SEL_FACES", "Selected Faces", "Space all UVs evently"),
("ALL_FACES", "All Faces", "Average space UVs edge length of each loop"),
("ALL_OBJECTS", "Selected Mesh Object", "Average space UVs edge length of each loop")
),
name="Selection",
description="")
# Image & UVs...
PREF_PACK_IN_ONE = BoolProperty(name="Share Tex Space", default=True, description="Objects Share texture space, map all objects into 1 uvmap")
PREF_NEW_UVLAYER = BoolProperty(name="New UV Layer", default=False, description="Create a new UV layer for every mesh packed")
PREF_APPLY_IMAGE = BoolProperty(name="New Image", default=False, description="Assign new images for every mesh (only one if shared tex space enabled)")
PREF_IMG_PX_SIZE = IntProperty(name="Image Size", min=64, max=5000, default=512, description="Width and Height for the new image")
# UV Packing...
PREF_BOX_DIV = IntProperty(name="Pack Quality", min=1, max=48, default=12, description="Pre Packing before the complex boxpack")
PREF_MARGIN_DIV = FloatProperty(name="Margin", min=0.001, max=1.0, default=0.1, description="Size of the margin as a division of the UV")
def execute(self, context):
kwargs = self.as_keywords()
PREF_CONTEXT = kwargs.pop("PREF_CONTEXT")
if PREF_CONTEXT == 'SEL_FACES':
kwargs["PREF_ACT_ONLY"] = True
kwargs["PREF_SEL_ONLY"] = True
elif PREF_CONTEXT == 'ALL_FACES':
kwargs["PREF_ACT_ONLY"] = True
kwargs["PREF_SEL_ONLY"] = False
elif PREF_CONTEXT == 'ALL_OBJECTS':
kwargs["PREF_ACT_ONLY"] = False
kwargs["PREF_SEL_ONLY"] = False
else:
raise Exception("invalid context")
kwargs["PREF_MARGIN_DIV"] = int(1.0 / (kwargs["PREF_MARGIN_DIV"] / 100.0))
return unwrap(self, context, **kwargs)
# Add to a menu
def menu_func(self, context):
self.layout.operator(LightMapPack.bl_idname)
def register():
bpy.utils.register_class(LightMapPack)
bpy.types.VIEW3D_MT_uv_map.append(menu_func)
def unregister():
bpy.utils.register_class(LightMapPack)
bpy.types.VIEW3D_MT_uv_map.remove(menu_func)
if __name__ == "__main__":
register()
'''
bpy.ops.import_scene.obj(filepath="/untitled.obj")
bpy.ops.uv.lightmap_pack(PREF_NEW_UVLAYER=1, PREF_APPLY_IMAGE=1, PREF_PACK_IN_ONE=1, PREF_CONTEXT='ALL_OBJECTS')
bpy.ops.wm.save_mainfile(filepath="/untitled.blend", check_existing=False)
'''