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Diffstat (limited to 'io_mesh_uv_layout/export_uv_png.py')
-rw-r--r--io_mesh_uv_layout/export_uv_png.py149
1 files changed, 149 insertions, 0 deletions
diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py
new file mode 100644
index 00000000..ec92c4d8
--- /dev/null
+++ b/io_mesh_uv_layout/export_uv_png.py
@@ -0,0 +1,149 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+import bpy
+
+
+def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func):
+ filepath = fw.__self__.name
+ fw.__self__.close()
+
+ material_solids = [bpy.data.materials.new("uv_temp_solid") for i in range(max(1, len(mesh_source.materials)))]
+ material_wire = bpy.data.materials.new("uv_temp_wire")
+
+ scene = bpy.data.scenes.new("uv_temp")
+ mesh = bpy.data.meshes.new("uv_temp")
+ for mat_solid in material_solids:
+ mesh.materials.append(mat_solid)
+
+ tot_verts = 0
+ for f in mesh_source.faces:
+ tot_verts += len(f.vertices)
+
+ faces_source = mesh_source.faces
+
+ # get unique UV's incase there are many overlapping which slow down filling.
+ face_hash_3 = set()
+ face_hash_4 = set()
+ for i, uv in face_iter_func():
+ material_index = faces_source[i].material_index
+ if len(uv) == 3:
+ face_hash_3.add((uv[0][0], uv[0][1], uv[1][0], uv[1][1], uv[2][0], uv[2][1], material_index))
+ else:
+ face_hash_4.add((uv[0][0], uv[0][1], uv[1][0], uv[1][1], uv[2][0], uv[2][1], uv[3][0], uv[3][1], material_index))
+
+ # now set the faces coords and locations
+ # build mesh data
+ mesh_new_vertices = []
+ mesh_new_materials = []
+ mesh_new_face_vertices = []
+
+ current_vert = 0
+
+ for face_data in face_hash_3:
+ mesh_new_vertices.extend([face_data[0], face_data[1], 0.0, face_data[2], face_data[3], 0.0, face_data[4], face_data[5], 0.0])
+ mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, 0])
+ mesh_new_materials.append(face_data[6])
+ current_vert += 3
+ for face_data in face_hash_4:
+ mesh_new_vertices.extend([face_data[0], face_data[1], 0.0, face_data[2], face_data[3], 0.0, face_data[4], face_data[5], 0.0, face_data[6], face_data[7], 0.0])
+ mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, current_vert + 3])
+ mesh_new_materials.append(face_data[8])
+ current_vert += 4
+
+ mesh.vertices.add(len(mesh_new_vertices) // 3)
+ mesh.faces.add(len(mesh_new_face_vertices) // 4)
+
+ mesh.vertices.foreach_set("co", mesh_new_vertices)
+ mesh.faces.foreach_set("vertices_raw", mesh_new_face_vertices)
+ mesh.faces.foreach_set("material_index", mesh_new_materials)
+
+ mesh.update(calc_edges=True)
+
+ obj_solid = bpy.data.objects.new("uv_temp_solid", mesh)
+ obj_wire = bpy.data.objects.new("uv_temp_wire", mesh)
+ base_solid = scene.objects.link(obj_solid)
+ base_wire = scene.objects.link(obj_wire)
+ base_solid.layers[0] = True
+ base_wire.layers[0] = True
+
+ # place behind the wire
+ obj_solid.location = 0, 0, -1
+
+ obj_wire.material_slots[0].link = 'OBJECT'
+ obj_wire.material_slots[0].material = material_wire
+
+ # setup the camera
+ cam = bpy.data.cameras.new("uv_temp")
+ cam.type = 'ORTHO'
+ cam.ortho_scale = 1.0
+ obj_cam = bpy.data.objects.new("uv_temp_cam", cam)
+ obj_cam.location = 0.5, 0.5, 1.0
+ scene.objects.link(obj_cam)
+ scene.camera = obj_cam
+
+ # setup materials
+ for i, mat_solid in enumerate(material_solids):
+ if mesh_source.materials and mesh_source.materials[i]:
+ mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color
+
+ mat_solid.use_shadeless = True
+ mat_solid.use_transparency = True
+ mat_solid.alpha = opacity
+
+ material_wire.type = 'WIRE'
+ material_wire.use_shadeless = True
+ material_wire.diffuse_color = 0, 0, 0
+
+ # scene render settings
+ scene.render.use_raytrace = False
+ scene.render.alpha_mode = 'STRAIGHT'
+ scene.render.color_mode = 'RGBA'
+
+ scene.render.resolution_x = image_width
+ scene.render.resolution_y = image_height
+ scene.render.resolution_percentage = 100
+
+ if image_width > image_height:
+ scene.render.pixel_aspect_y = image_width / image_height
+ elif image_width < image_height:
+ scene.render.pixel_aspect_x = image_height / image_width
+
+ scene.frame_start = 1
+ scene.frame_end = 1
+
+ scene.render.file_format = 'PNG'
+ scene.render.filepath = filepath
+
+ data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
+ bpy.ops.render.render(data_context, write_still=True)
+
+ # cleanup
+ bpy.data.scenes.remove(scene)
+ bpy.data.objects.remove(obj_cam)
+ bpy.data.objects.remove(obj_solid)
+ bpy.data.objects.remove(obj_wire)
+
+ bpy.data.cameras.remove(cam)
+ bpy.data.meshes.remove(mesh)
+
+ bpy.data.materials.remove(material_wire)
+ for mat_solid in material_solids:
+ bpy.data.materials.remove(mat_solid)