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# ##### 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 #####
# <pep8-80 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)
polys_source = mesh_source.polygons
# get unique UV's in case there are many overlapping
# which slow down filling.
face_hash = {(uvs, polys_source[i].material_index)
for i, uvs in face_iter_func()}
# now set the faces coords and locations
# build mesh data
mesh_new_vertices = []
mesh_new_materials = []
mesh_new_polys_startloop = []
mesh_new_polys_totloop = []
mesh_new_loops_vertices = []
current_vert = 0
for uvs, mat_idx in face_hash:
num_verts = len(uvs)
dummy = (0.0,) * num_verts
for uv in uvs:
mesh_new_vertices += (uv[0], uv[1], 0.0)
mesh_new_polys_startloop.append(current_vert)
mesh_new_polys_totloop.append(num_verts)
mesh_new_loops_vertices += range(current_vert,
current_vert + num_verts)
mesh_new_materials.append(mat_idx)
current_vert += num_verts
mesh.vertices.add(current_vert)
mesh.loops.add(current_vert)
mesh.polygons.add(len(mesh_new_polys_startloop))
mesh.vertices.foreach_set("co", mesh_new_vertices)
mesh.loops.foreach_set("vertex_index", mesh_new_loops_vertices)
mesh.polygons.foreach_set("loop_start", mesh_new_polys_startloop)
mesh.polygons.foreach_set("loop_total", mesh_new_polys_totloop)
mesh.polygons.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 = 'TRANSPARENT'
scene.render.image_settings.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.image_settings.file_format = 'PNG'
scene.render.filepath = filepath
scene.update()
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)
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