# ##### 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 ##### # 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)