forked from bartvdbraak/blender
4149ea5f50
Only mysterious courant from bpy.types.ParticleSettings.courant_target reamins...
631 lines
20 KiB
Python
631 lines
20 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.types import Operator
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import mathutils
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class prettyface(object):
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__slots__ = ("uv",
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"width",
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"height",
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"children",
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"xoff",
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"yoff",
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"has_parent",
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"rot",
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)
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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 triangles
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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]]) / 2.0
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self.height = (lens1[lens1ord[1]] + lens2[lens2ord[1]]) / 2.0
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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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uv_layer = data.id_data.uv_layers.active.data
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self.uv = [uv_layer[i].uv for i in data.loop_indices]
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# cos = [v.co for v in data]
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cos = [data.id_data.vertices[v].co for v in data.vertices] # XXX25
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self.width = ((cos[0] - cos[1]).length + (cos[2] - cos[3]).length) / 2.0
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self.height = ((cos[1] - cos[2]).length + (cos[0] - cos[3]).length) / 2.0
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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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from math import pi
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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 = (v2 - v1).angle(v3 - v1, pi)
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a2 = (v1 - v2).angle(v3 - v2, pi)
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a3 = pi - (a1 + a2) # a3= (v2 - v3).angle(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 = get_tri_angles(*[f.id_data.vertices[v].co for v in f.vertices]) # XXX25
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angles_co.sort()
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I = [i for a, i in angles_co]
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uv_layer = f.id_data.uv_layers.active.data
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fuv = [uv_layer[i].uv for i in f.loop_indices]
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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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"""
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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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Basically, 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 wasted space
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"""
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import time
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from math import sqrt
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if not meshes:
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return
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t = time.time()
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if PREF_PACK_IN_ONE:
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if PREF_APPLY_IMAGE:
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image = bpy.data.images.new(name="lightmap", width=PREF_IMG_PX_SIZE, height=PREF_IMG_PX_SIZE, alpha=False)
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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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if PREF_SEL_ONLY:
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faces = [f for f in me.polygons if f.select]
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else:
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faces = me.polygons[:]
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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.uv_textures.new()
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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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if not me.uv_textures:
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me.uv_textures.new()
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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 f.loop_total == 4]
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# Do we have any triangles?
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if len(pretty_faces) != len(face_sel):
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# Now add triangles, 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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cos = [f.id_data.vertices[v].co for v in f.vertices] # XXX25
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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 range(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 f.loop_total == 3]
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del trylens
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def trilensdiff(t1, t2):
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return (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:
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max_area = area
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if area < min_area:
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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...", end="")
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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 / 2.0
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# Don't 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 / 4.0 < side_len / PREF_MARGIN_DIV:
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break
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if not lengths:
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lengths.append(curr_len)
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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 = list(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 hierarchically, 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 useful 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...", end="")
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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:
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even_dict.setdefault(w, []).append(pf)
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else:
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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 sqrt() 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, basically if BOX_DIV is 8
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# ...then the maximum box consolidation (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, box-packing 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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if float_to_int_factor > 0:
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max_int_dimension = int(((side_len / float_to_int_factor)) / PREF_BOX_DIV)
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ok = True
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else:
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max_int_dimension = 0.0 # wont be used
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ok = False
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# RECURSIVE pretty face grouping
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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 list(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:
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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 list(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 pretty-face
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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), end="...")
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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 = mathutils.geometry.box_pack_2d(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", end="")
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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 = bpy.data.images.new(name="lightmap",
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width=PREF_IMG_PX_SIZE,
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height=PREF_IMG_PX_SIZE,
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)
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for f in face_sel:
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# f.image = image
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f.id_data.uv_textures.active.data[f.index].image = image # XXX25
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for me in meshes:
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me.update()
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print("finished all %.2f " % (time.time() - t))
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# Window.RedrawAll()
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def unwrap(operator, context, **kwargs):
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is_editmode = (bpy.context.object.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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PREF_ACT_ONLY = kwargs.pop("PREF_ACT_ONLY")
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meshes = []
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if PREF_ACT_ONLY:
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obj = context.scene.objects.active
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if obj and obj.type == 'MESH':
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meshes = [obj.data]
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else:
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meshes = list({me for obj in context.selected_objects if obj.type == 'MESH' for me in (obj.data,) if me.polygons and me.library is None})
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if not meshes:
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operator.report({'ERROR'}, "No mesh object")
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return {'CANCELLED'}
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lightmap_uvpack(meshes, **kwargs)
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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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from bpy.props import BoolProperty, FloatProperty, IntProperty
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class LightMapPack(Operator):
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"""Follow UVs from active quads along continuous face loops"""
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bl_idname = "uv.lightmap_pack"
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bl_label = "Lightmap Pack"
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# Disable REGISTER flag for now because this operator might create new
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# images. This leads to non-proper operator redo because current undo
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# stack is local for edit mode and can not remove images created by this
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# oprtator.
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# Proper solution would be to make undo stack aware of such things,
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# but for now just disable redo. Keep undo here so unwanted changes to uv
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# coords might be undone.
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# This fixes infinite image creation reported there [#30968] (sergey)
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bl_options = {'UNDO'}
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PREF_CONTEXT = bpy.props.EnumProperty(
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name="Selection",
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items=(('SEL_FACES', "Selected Faces", "Space all UVs evenly"),
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('ALL_FACES', "All Faces", "Average space UVs edge length of each loop"),
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('ALL_OBJECTS', "Selected Mesh Object", "Average space UVs edge length of each loop")
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),
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)
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# Image & UVs...
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PREF_PACK_IN_ONE = BoolProperty(
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name="Share Tex Space",
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description=("Objects Share texture space, map all objects "
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"into 1 uvmap"),
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default=True,
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)
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PREF_NEW_UVLAYER = BoolProperty(
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name="New UV Map",
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description="Create a new UV map for every mesh packed",
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default=False,
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)
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PREF_APPLY_IMAGE = BoolProperty(
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name="New Image",
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description=("Assign new images for every mesh (only one if "
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"shared tex space enabled)"),
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default=False,
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)
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PREF_IMG_PX_SIZE = IntProperty(
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name="Image Size",
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description="Width and Height for the new image",
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min=64, max=5000,
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default=512,
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)
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# UV Packing...
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PREF_BOX_DIV = IntProperty(
|
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name="Pack Quality",
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description="Pre Packing before the complex boxpack",
|
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min=1, max=48,
|
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default=12,
|
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)
|
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PREF_MARGIN_DIV = FloatProperty(
|
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name="Margin",
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description="Size of the margin as a division of the UV",
|
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min=0.001, max=1.0,
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default=0.1,
|
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)
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|
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def execute(self, context):
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kwargs = self.as_keywords()
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PREF_CONTEXT = kwargs.pop("PREF_CONTEXT")
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|
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if PREF_CONTEXT == 'SEL_FACES':
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kwargs["PREF_ACT_ONLY"] = True
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kwargs["PREF_SEL_ONLY"] = True
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elif PREF_CONTEXT == 'ALL_FACES':
|
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kwargs["PREF_ACT_ONLY"] = True
|
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kwargs["PREF_SEL_ONLY"] = False
|
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elif PREF_CONTEXT == 'ALL_OBJECTS':
|
|
kwargs["PREF_ACT_ONLY"] = False
|
|
kwargs["PREF_SEL_ONLY"] = False
|
|
else:
|
|
raise Exception("invalid context")
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|
|
kwargs["PREF_MARGIN_DIV"] = int(1.0 / (kwargs["PREF_MARGIN_DIV"] / 100.0))
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|
|
return unwrap(self, context, **kwargs)
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|
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def invoke(self, context, event):
|
|
wm = context.window_manager
|
|
return wm.invoke_props_dialog(self)
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