forked from bartvdbraak/blender
becc4feb5f
This also helped me pinpoint a couple of off by one errors in the UV rasterizing code. One especially noteworthy was that all UV at 1.0 (on the 0..1 scale) didn't render properly.
492 lines
13 KiB
Python
492 lines
13 KiB
Python
#!BPY
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"""
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Name: 'Save UV Face Layout...'
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Blender: 242
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Group: 'UV'
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Tooltip: 'Export the UV face layout of the selected object to a .TGA or .SVG file'
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"""
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__author__ = "Martin 'theeth' Poirier"
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__url__ = ("http://www.blender.org", "http://blenderartists.org/")
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__version__ = "2.5"
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__bpydoc__ = """\
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This script exports the UV face layout of the selected mesh object to
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a TGA image file or a SVG vector file. Then you can, for example, paint details
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in this image using an external 2d paint program of your choice and bring it back
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to be used as a texture for the mesh.
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Usage:
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Open this script from UV/Image Editor's "UVs" menu, make sure there is a mesh
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selected, define size and wire size parameters and push "Export" button.
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There are more options to configure, like setting export path, if image should
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use object's name and more.
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Notes:<br>See change logs in scripts for a list of contributors.
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003: Martin Poirier, theeth@yahoo.com
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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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# thanks to jms for the tga functions:
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# Writetga and buffer functions
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# (c) 2002-2004 J-M Soler released under GPL licence
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# Official Page :
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# http://jmsoler.free.fr/didacticiel/blender/tutor/write_tga_pic.htm
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# Communicate problems and errors on:
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# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
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# --------------------------
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# Version 1.1
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# Clear a bug that crashed the script when UV coords overlapped in the same faces
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# --------------------------
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# Version 1.2
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# Now with option to use the object's name as filename
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# --------------------------
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# Version 1.3 Updates by Zaz from Elysiun.com
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# Default path is now the directory of the last saved .blend
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# New options: Work on selected face only & Scale image when face wraps
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# --------------------------
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# Version 1.3a
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# Corrected a minor typo and added the tga extension to both export call
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# --------------------------
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# Version 1.4 Updates by Macouno from Elysiun.com
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# Fixed rounding error that can cause breaks in lines.
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# --------------------------
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# Version 2.0
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# New interface using PupBlock and FileSelector
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# Save/Load config to Registry
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# Edit in external program
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# --------------------------
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# Version 2.1 Updates by Jarod from blenderartists.org
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# New exportformat SVG
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# simple memory optimations, two third less memory usage
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# tga filewriting speed improvements, 3times faster now
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# --------------------------
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# Version 2.2
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# Cleanup code
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# Filename handling enhancement and bug fixes
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# --------------------------
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# Version 2.3
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# Added check for excentric UVs (only affects TGA)
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# --------------------------
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# Version 2.4
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# Port from NMesh to Mesh by Daniel Salazar (zanqdo)
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# --------------------------
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# Version 2.5
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# Fixed some old off by one rasterizing errors (didn't render points at 1.0 in the UV scale properly).
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# Fixed wire drawing for non 1 wire size (didn't wrap or stretch properly
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# and would often raise exceptions)
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# --------------------------
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FullPython = False
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import Blender
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import bpy
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import BPyMessages
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try:
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import os
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FullPython = True
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except:
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pass
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from math import *
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def ExportConfig():
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conf = {}
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conf["SIZE"] = bSize.val
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conf["WSIZE"] = bWSize.val
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conf["OBFILE"] = bObFile.val
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conf["WRAP"] = bWrap.val
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conf["ALLFACES"] = bAllFaces.val
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conf["EDIT"] = bEdit.val
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conf["EXTERNALEDITOR"] = bEditPath.val
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conf["UVFORMATSVG"] = bSVG.val
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conf["SVGFILL"] = bSVGFill.val
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Blender.Registry.SetKey("UVEXPORT", conf, True)
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def ImportConfig():
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global bSize, bWSize, bObFile, bWrap, bAllFaces
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conf = Blender.Registry.GetKey("UVEXPORT", True)
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if not conf:
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return
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try:
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bSize.val = conf["SIZE"]
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bWSize.val = conf["WSIZE"]
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bObFile.val = conf["OBFILE"]
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bWrap.val = conf["WRAP"]
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bAllFaces.val = conf["ALLFACES"]
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bEdit.val = conf["EDIT"]
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editor = conf["EXTERNALEDITOR"]
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bSVG.val = conf["UVFORMATSVG"]
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bSVGFill.val = conf["SVGFILL"]
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if editor:
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bEditPath.val = editor
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except KeyError:
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# If one of the key is not in the dict, don't worry, it'll use the defaults
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pass
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def PrintConfig():
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print
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print "Imagesize: %ipx" % bSize.val
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print "Wiresize : %ipx" % bWSize.val
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if bWrap.val:
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print "Wrap : yes"
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else:
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print "Wrap : no"
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if bAllFaces.val:
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print "AllFaces : yes"
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else:
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print "AllFaces : no"
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if bSVG.val:
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print "Format : *.svg"
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else:
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print "Format : *.tga"
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def ExportCallback(f):
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obj = Blender.Scene.GetCurrent().objects.active
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time1= Blender.sys.time()
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if obj.type != "Mesh":
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BPyMessages.Error_NoMeshActive()
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return
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mesh = obj.getData(mesh=1)
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if not mesh.faceUV:
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BPyMessages.Error_NoMeshUvActive()
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return
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# just for information...
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PrintConfig()
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# taking care of filename
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if bObFile.val:
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name = AddExtension(f, obj.name)
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else:
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name = AddExtension(f, None)
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print "Target :", name
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print
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UVFaces = ExtractUVFaces(mesh, bAllFaces.val)
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if not bSVG.val:
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print "TGA export is running..."
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UV_Export_TGA(UVFaces, bSize.val, bWSize.val, bWrap.val, name)
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else:
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print "SVG export is running..."
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if bSVGFill.val:
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SVGFillColor="#F2DAF2"
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else:
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SVGFillColor="none"
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UV_Export_SVG(UVFaces, bSize.val, bWSize.val, bWrap.val, name, obj.name, SVGFillColor)
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print
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print " ...finished exporting in %.4f sec." % (Blender.sys.time()-time1)
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if FullPython and bEdit.val and bEditPath.val:
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filepath = os.path.realpath(name)
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print filepath
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os.spawnl(os.P_NOWAIT, bEditPath.val, "", filepath)
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def GetExtension():
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if bSVG.val:
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ext = "svg"
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else:
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ext = "tga"
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return ext
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def AddExtension(filename, object_name):
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ext = "." + GetExtension()
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hasExtension = (ext in filename or ext.upper() in filename)
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if object_name and hasExtension:
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filename = filename.replace(ext, "")
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hasExtension = False
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if object_name:
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filename += "_" + object_name
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if not hasExtension:
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filename += ext
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return filename
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def GetDefaultFilename():
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filename = Blender.Get("filename")
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filename = filename.replace(".blend", "")
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filename += "." + GetExtension()
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return filename
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def ExtractUVFaces(mesh, allface):
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if allface: return [f.uv for f in mesh.faces]
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else: return [f.uv for f in mesh.faces if f.sel]
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def Buffer(height=16, width=16, profondeur=1,rvb=255 ):
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"""
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reserve l'espace memoire necessaire
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"""
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p=[rvb]
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myb=height*width*profondeur
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print"Memory : %ikB" % (myb/1024)
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b=p*myb
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return b
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def write_tgafile(loc2,bitmap,width,height,profondeur):
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f=open(loc2,'wb')
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Origine_en_haut_a_gauche=32
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Origine_en_bas_a_gauche=0
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Data_Type_2=2
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RVB=profondeur*8
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RVBA=32
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entete0=[]
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for t in range(18):
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entete0.append(chr(0))
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entete0[2]=chr(Data_Type_2)
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entete0[13]=chr(width/256)
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entete0[12]=chr(width % 256)
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entete0[15]=chr(height/256)
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entete0[14]=chr(height % 256)
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entete0[16]=chr(RVB)
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entete0[17]=chr(Origine_en_bas_a_gauche)
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# Origine_en_haut_a_gauche
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print" ...writing tga..."
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for t in entete0:
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f.write(t)
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redpx=chr(0) + chr(0) + chr(255)
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blackpx=chr(0) + chr(0) + chr(0)
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whitepx=chr(255) + chr(255) + chr(255)
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for t in bitmap:
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if t==255:
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f.write(whitepx)
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elif t==0:
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f.write(blackpx)
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else:
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f.write(redpx)
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f.close()
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def UV_Export_TGA(vList, size, wsize, wrap, file):
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extreme_warning = False
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minx = 0
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miny = 0
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scale = 1.0
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step = 0
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img = Buffer(size,size)
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if wrap:
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wrapSize = size
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else:
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wrapSize = size
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maxx = -100000
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maxy = -100000
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for f in vList:
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for v in f:
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x = int(v[0] * size)
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maxx = max (x + wsize - 1, maxx)
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minx = min (x - wsize + 1, minx)
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y = int(v[1] * size)
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maxy = max (y + wsize - 1, maxy)
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miny = min (y - wsize + 1, miny)
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wrapSize = max (maxx - minx + 1, maxy - miny + 1)
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scale = float (size) / float (wrapSize)
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max_index = size - 1 # max index of the buffer (height or width)
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fnum = 0
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fcnt = len (vList)
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for f in vList:
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fnum = fnum + 1
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if not fnum % 100:
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print "%i of %i Faces completed" % (fnum, fcnt)
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for index in range(len(f)):
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co1 = f[index]
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if index < len(f) - 1:
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co2 = f[index + 1]
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else:
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co2 = f[0]
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step = int(ceil(size*sqrt((co1[0]-co2[0])**2+(co1[1]-co2[1])**2)))
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if step:
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try:
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for t in xrange(step):
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x = int(floor((co1[0] + t*(co2[0]-co1[0])/step) * max_index))
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y = int(floor((co1[1] + t*(co2[1]-co1[1])/step) * max_index))
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for dx in range(-1*wsize + 1, wsize):
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if wrap:
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wx = (x + dx) % wrapSize
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else:
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wx = int ((x - minx + dx) * scale)
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for dy in range(-1*wsize + 1, wsize):
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if wrap:
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wy = (y + dy) % wrapSize
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else:
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wy = int ((y - miny + dy) * scale)
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co = wx * 1 + wy * 1 * size
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img[co] = 0
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except OverflowError:
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if not extreme_warning:
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print "Skipping extremely long UV edges, check your layout for excentric values"
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extreme_warning = True
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for v in f:
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x = int(v[0] * max_index)
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y = int(v[1] * max_index)
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if wrap:
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x = x % wrapSize
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y = y % wrapSize
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else:
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x = int ((x - minx) * scale)
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y = int ((y - miny) * scale)
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co = x * 1 + y * 1 * size
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img[co] = 1
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write_tgafile(file,img,size,size,3)
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def UV_Export_SVG(vList, size, wsize, wrap, file, objname, facesfillcolor):
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fl=open(file,'wb')
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fl.write('<?xml version="1.0"?>\r\n<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">\r\n')
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fl.write('<svg width="' + str(size) + 'px" height="' + str(size) + 'px" viewBox="0 0 ' + str(size) + ' ' + str(size) + '" xmlns="http://www.w3.org/2000/svg" version="1.1">\r\n')
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fl.write('<desc>UV-Map from Object: ' + str(objname) +'. Exported from Blender3D with UV Exportscript</desc>\r\n')
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fl.write('<rect x="0" y="0" width="' + str(size) + '" height="' + str(size) + '" fill="none" stroke="blue" stroke-width="' + str(wsize) + 'px" />\r\n')
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fl.write('<g style="fill:' + str(facesfillcolor) + '; stroke:black; stroke-width:' + str(wsize) + 'px;">\r\n')
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fnum = 0
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fcnt = len (vList)
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fnumv = (long) (fcnt/10)
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for f in vList:
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fnum = fnum + 1
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if fnum == fnumv:
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print ".",
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fnumv = fnumv + ((long) (fcnt/10))
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fl.write('<polygon points="')
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for index in range(len(f)):
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co = f[index]
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fl.write("%.3f,%.3f " % (co[0]*size, size-co[1]*size))
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fl.write('" />\r\n')
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print "%i Faces completed." % fnum
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fl.write('</g>\r\n')
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fl.write('</svg>')
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fl.close()
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def SetEditorAndExportCallback(f):
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global bEditPath
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bEditPath.val = f
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ExportConfig()
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Export()
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def Export():
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Blender.Window.FileSelector(ExportCallback, "Save UV (%s)" % GetExtension(), GetDefaultFilename())
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def SetEditorAndExport():
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Blender.Window.FileSelector(SetEditorAndExportCallback, "Select Editor")
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# ###################################### MAIN SCRIPT BODY ###############################
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# Create user values and fill with defaults
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bSize = Blender.Draw.Create(512)
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bWSize = Blender.Draw.Create(1)
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bObFile = Blender.Draw.Create(1)
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bWrap = Blender.Draw.Create(1)
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bAllFaces = Blender.Draw.Create(1)
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bEdit = Blender.Draw.Create(0)
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bEditPath = Blender.Draw.Create("")
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bSVG = Blender.Draw.Create(0)
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bSVGFill = Blender.Draw.Create(1)
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# Import saved configurations
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ImportConfig()
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Block = []
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Block.append(("Size: ", bSize, 64, 16384, "Size of the exported image"))
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Block.append(("Wire: ", bWSize, 1, 9, "Size of the wire of the faces"))
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Block.append(("Wrap", bWrap, "Wrap to image size, scale otherwise"))
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Block.append(("All Faces", bAllFaces, "Export all or only selected faces"))
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Block.append(("Object", bObFile, "Use object name in filename"))
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Block.append(("SVG", bSVG, "save as *.svg instead of *.tga"))
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Block.append(("Fill SVG faces", bSVGFill, "SVG faces will be filled, none filled otherwise"))
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if FullPython:
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Block.append(("Edit", bEdit, "Edit resulting file in an external program"))
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Block.append(("Editor: ", bEditPath, 0, 399, "Path to external editor (leave blank to select a new one)"))
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retval = Blender.Draw.PupBlock("UV Image Export", Block)
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if retval:
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ExportConfig()
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if bEdit.val and not bEditPath.val:
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SetEditorAndExport()
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else:
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Export() |