forked from bartvdbraak/blender
2345efc6c5
by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
622 lines
20 KiB
Python
622 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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# self.uv = data.uv
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self.uv = data.id_data.uv_textures.active.data[data.index].uv # XXX25
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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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#~ fuv = f.uv
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fuv = f.id_data.uv_textures.active.data[f.index].uv # XXX25
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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][0], uv[1][1] = x1, y1
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uv[2][0], uv[2][1] = x1, y2
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uv[3][0], uv[3][1] = x2, y2
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uv[0][0], uv[0][1] = 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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# 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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if PREF_SEL_ONLY:
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faces = [f for f in me.faces if f.select]
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else:
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faces = me.faces[:]
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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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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 len(f.vertices) == 4]
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# Do we have any tri's
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if len(pretty_faces) != len(face_sel):
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# Now add tri's, 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 len(f.vertices) == 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:
|
|
me.update()
|
|
|
|
print("finished all %.2f " % (time.time() - t))
|
|
|
|
# Window.RedrawAll()
|
|
|
|
|
|
def unwrap(operator, context, **kwargs):
|
|
|
|
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")
|
|
|
|
meshes = []
|
|
if PREF_ACT_ONLY:
|
|
obj = context.scene.objects.active
|
|
if obj and obj.type == 'MESH':
|
|
meshes = [obj.data]
|
|
else:
|
|
meshes = list({me for obj in context.selected_objects if obj.type == 'MESH' for me in (obj.data,) if me.faces and me.library is None})
|
|
|
|
if not meshes:
|
|
operator.report({'ERROR'}, "No mesh object")
|
|
return {'CANCELLED'}
|
|
|
|
lightmap_uvpack(meshes, **kwargs)
|
|
|
|
if is_editmode:
|
|
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
|
|
|
|
return {'FINISHED'}
|
|
|
|
from bpy.props import BoolProperty, FloatProperty, IntProperty
|
|
|
|
|
|
class LightMapPack(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(
|
|
name="Selection",
|
|
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")
|
|
),
|
|
)
|
|
|
|
# Image & UVs...
|
|
PREF_PACK_IN_ONE = BoolProperty(
|
|
name="Share Tex Space",
|
|
description=("Objects Share texture space, map all objects "
|
|
"into 1 uvmap"),
|
|
default=True,
|
|
)
|
|
PREF_NEW_UVLAYER = BoolProperty(
|
|
name="New UV Map",
|
|
description="Create a new UV map for every mesh packed",
|
|
default=False,
|
|
)
|
|
PREF_APPLY_IMAGE = BoolProperty(
|
|
name="New Image",
|
|
description=("Assign new images for every mesh (only one if "
|
|
"shared tex space enabled)"),
|
|
default=False,
|
|
)
|
|
PREF_IMG_PX_SIZE = IntProperty(
|
|
name="Image Size",
|
|
description="Width and Height for the new image",
|
|
min=64, max=5000,
|
|
default=512,
|
|
)
|
|
# UV Packing...
|
|
PREF_BOX_DIV = IntProperty(
|
|
name="Pack Quality",
|
|
description="Pre Packing before the complex boxpack",
|
|
min=1, max=48,
|
|
default=12,
|
|
)
|
|
PREF_MARGIN_DIV = FloatProperty(
|
|
name="Margin",
|
|
description="Size of the margin as a division of the UV",
|
|
min=0.001, max=1.0,
|
|
default=0.1,
|
|
)
|
|
|
|
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)
|
|
|
|
def invoke(self, context, event):
|
|
wm = context.window_manager
|
|
return wm.invoke_props_dialog(self)
|