# ##### 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 ##### # bl_info = { "name": "UV Layout", "author": "Campbell Barton, Matt Ebb", "version": (1, 1, 1), "blender": (2, 75, 0), "location": "Image-Window > UVs > Export UV Layout", "description": "Export the UV layout as a 2D graphic", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/UV_Layout", "support": 'OFFICIAL', "category": "Import-Export", } # @todo write the wiki page if "bpy" in locals(): import importlib if "export_uv_eps" in locals(): importlib.reload(export_uv_eps) if "export_uv_png" in locals(): importlib.reload(export_uv_png) if "export_uv_svg" in locals(): importlib.reload(export_uv_svg) import bpy from bpy.props import ( StringProperty, BoolProperty, EnumProperty, IntVectorProperty, FloatProperty, ) class ExportUVLayout(bpy.types.Operator): """Export UV layout to file""" bl_idname = "uv.export_layout" bl_label = "Export UV Layout" bl_options = {'REGISTER', 'UNDO'} filepath = StringProperty( subtype='FILE_PATH', ) check_existing = BoolProperty( name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'}, ) export_all = BoolProperty( name="All UVs", description="Export all UVs in this mesh (not just visible ones)", default=False, ) modified = BoolProperty( name="Modified", description="Exports UVs from the modified mesh", default=False, ) mode = EnumProperty( items=(('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file"), ('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file"), ('PNG', "PNG Image (.png)", "Export the UV layout to a bitmap image"), ), name="Format", description="File format to export the UV layout to", default='PNG', ) size = IntVectorProperty( size=2, default=(1024, 1024), min=8, max=32768, description="Dimensions of the exported file", ) opacity = FloatProperty( name="Fill Opacity", min=0.0, max=1.0, default=0.25, description="Set amount of opacity for exported UV layout" ) tessellated = BoolProperty( name="Tessellated UVs", description="Export tessellated UVs instead of polygons ones", default=False, options={'HIDDEN'}, # As not working currently :/ ) @classmethod def poll(cls, context): obj = context.active_object return (obj and obj.type == 'MESH' and obj.data.uv_textures) def _space_image(self, context): space_data = context.space_data if isinstance(space_data, bpy.types.SpaceImageEditor): return space_data else: return None def _image_size(self, context, default_width=1024, default_height=1024): # fallback if not in image context. image_width, image_height = default_width, default_height space_data = self._space_image(context) if space_data: image = space_data.image if image: width, height = tuple(context.space_data.image.size) # in case no data is found. if width and height: image_width, image_height = width, height return image_width, image_height def _face_uv_iter(self, context, mesh, tessellated): uv_layer = mesh.uv_layers.active.data polys = mesh.polygons if not self.export_all: uv_tex = mesh.uv_textures.active.data local_image = Ellipsis if context.tool_settings.show_uv_local_view: space_data = self._space_image(context) if space_data: local_image = space_data.image for i, p in enumerate(polys): # context checks if polys[i].select and local_image in {Ellipsis, uv_tex[i].image}: start = p.loop_start end = start + p.loop_total uvs = tuple((uv.uv[0], uv.uv[1]) for uv in uv_layer[start:end]) # just write what we see. yield (i, uvs) else: # all, simple for i, p in enumerate(polys): start = p.loop_start end = start + p.loop_total uvs = tuple((uv.uv[0], uv.uv[1]) for uv in uv_layer[start:end]) yield (i, uvs) def execute(self, context): obj = context.active_object is_editmode = (obj.mode == 'EDIT') if is_editmode: bpy.ops.object.mode_set(mode='OBJECT', toggle=False) mode = self.mode filepath = self.filepath filepath = bpy.path.ensure_ext(filepath, "." + mode.lower()) file = open(filepath, "w") fw = file.write if mode == 'EPS': from . import export_uv_eps func = export_uv_eps.write elif mode == 'PNG': from . import export_uv_png func = export_uv_png.write elif mode == 'SVG': from . import export_uv_svg func = export_uv_svg.write if self.modified: mesh = obj.to_mesh(context.scene, True, 'PREVIEW') else: mesh = obj.data func(fw, mesh, self.size[0], self.size[1], self.opacity, lambda: self._face_uv_iter(context, mesh, self.tessellated)) if self.modified: bpy.data.meshes.remove(mesh) if is_editmode: bpy.ops.object.mode_set(mode='EDIT', toggle=False) file.close() return {'FINISHED'} def check(self, context): filepath = bpy.path.ensure_ext(self.filepath, "." + self.mode.lower()) if filepath != self.filepath: self.filepath = filepath return True else: return False def invoke(self, context, event): import os self.size = self._image_size(context) self.filepath = os.path.splitext(bpy.data.filepath)[0] wm = context.window_manager wm.fileselect_add(self) return {'RUNNING_MODAL'} def menu_func(self, context): self.layout.operator(ExportUVLayout.bl_idname) def register(): bpy.utils.register_module(__name__) bpy.types.IMAGE_MT_uvs.append(menu_func) def unregister(): bpy.utils.unregister_module(__name__) bpy.types.IMAGE_MT_uvs.remove(menu_func) if __name__ == "__main__": register()