diff options
author | Willian Padovani Germano <wpgermano@gmail.com> | 2005-06-11 09:30:14 +0400 |
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committer | Willian Padovani Germano <wpgermano@gmail.com> | 2005-06-11 09:30:14 +0400 |
commit | 6cec51b259a25a54b2aa553633994fe79541eaca (patch) | |
tree | dc9fe3e48c42eb328ee499db81046dd82efa5fd8 /release/scripts | |
parent | 9c63b95d34130410ea2f1a3a13541289c226015d (diff) |
BPython bug fixes:
- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9
- #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9
- gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example). Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all.
- added syntax colors access to Window.Theme module.
Scripts:
- updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature;
- updates by Campbell Barton: obj import / export, console;
- tiny: converted vrml97 export to unix line endings;
- updates in ac3d exporter, help browser, save theme.
Thanks all mentioned above.
Diffstat (limited to 'release/scripts')
-rw-r--r-- | release/scripts/ac3d_export.py | 15 | ||||
-rw-r--r-- | release/scripts/bpymodules/svg2obj.py | 59 | ||||
-rw-r--r-- | release/scripts/console.py | 102 | ||||
-rw-r--r-- | release/scripts/fixfromarmature.py | 36 | ||||
-rw-r--r-- | release/scripts/help_browser.py | 44 | ||||
-rw-r--r-- | release/scripts/obj_export.py | 6 | ||||
-rw-r--r-- | release/scripts/obj_import.py | 458 | ||||
-rw-r--r-- | release/scripts/save_theme.py | 9 | ||||
-rw-r--r-- | release/scripts/tex2uvbaker.py | 368 |
9 files changed, 740 insertions, 357 deletions
diff --git a/release/scripts/ac3d_export.py b/release/scripts/ac3d_export.py index 85d1ac5ceff..b9b7b8e5ae6 100644 --- a/release/scripts/ac3d_export.py +++ b/release/scripts/ac3d_export.py @@ -10,7 +10,7 @@ Tip: 'Export selected meshes to AC3D (.ac) format' __author__ = "Willian P. Germano" __url__ = ("blender", "elysiun", "AC3D's homepage, http://www.ac3d.org", "PLib 3d gaming lib, http://plib.sf.net") -__version__ = "2.36 2005-04-14" +__version__ = "2.37a 2005-06-09" __bpydoc__ = """\ This script exports selected Blender meshes to AC3D's .ac file format. @@ -47,6 +47,8 @@ left without mats -- it's better to always add your own materials;<br> - set texture dir: override the actual textures path with a given default path (or simply export the texture names, without dir info, if the path is empty);<br> + - only selected: only consider selected objects when looking for meshes +to export (read notes below about tokens, too);<br> strings: - export dir: default dir to export to;<br> - texture dir: override textures path with this path if 'set texture dir' @@ -118,6 +120,7 @@ SET_TEX_DIR = True TEX_DIR = '' AC3D_4 = True # export crease value, compatible with AC3D 4 loaders NO_SPLIT = False +ONLY_SELECTED = True EXPORT_DIR = '' tooltips = { @@ -130,6 +133,7 @@ tooltips = { 'TEX_DIR': "(see \"set tex dir\") dir to prepend to all exported texture names (leave empty for no dir)", 'AC3D_4': "compatibility mode, adds 'crease' tag and slightly better material support", 'NO_SPLIT': "don't split meshes with multiple textures (or both textured and non textured polygons)", + 'ONLY_SELECTED': "export only selected objects" } def update_RegistryInfo(): @@ -143,6 +147,7 @@ def update_RegistryInfo(): d['AC3D_4'] = AC3D_4 d['NO_SPLIT'] = NO_SPLIT d['EXPORT_DIR'] = EXPORT_DIR + d['ONLY_SELECTED'] = ONLY_SELECTED d['tooltips'] = tooltips Blender.Registry.SetKey(REG_KEY, d, True) @@ -159,6 +164,7 @@ if rd: SET_TEX_DIR = rd['SET_TEX_DIR'] TEX_DIR = rd['TEX_DIR'] EXPORT_DIR = rd['EXPORT_DIR'] + ONLY_SELECTED = rd['ONLY_SELECTED'] NO_SPLIT = rd['NO_SPLIT'] except KeyError: update_RegistryInfo() @@ -673,10 +679,13 @@ def fs_callback(filename): # -- End of definitions -OBJS = Blender.Object.GetSelected() +if ONLY_SELECTED: + OBJS = Blender.Object.GetSelected() +else: + OBJS = Blender.Scene.GetCurrent().getChildren() if not OBJS: - Blender.Draw.PupMenu('ERROR: No objects selected') + Blender.Draw.PupMenu('ERROR: no objects selected') else: fname = bsys.makename(ext=".ac") if EXPORT_DIR: diff --git a/release/scripts/bpymodules/svg2obj.py b/release/scripts/bpymodules/svg2obj.py index e7837b9bb15..11d21991bc5 100644 --- a/release/scripts/bpymodules/svg2obj.py +++ b/release/scripts/bpymodules/svg2obj.py @@ -42,8 +42,19 @@ Yet done: c : relative curve to 2004/08/03 s : relative curve to with only one handle -To do: A,S,V,H,Q,T, - a,s, m, v, h, q,t + + A : courbe_vers_a, + V : ligne_tracee_v, + H : ligne_tracee_h, + Z : boucle_z, + Q : courbe_vers_q, + T : courbe_vers_t, + a : courbe_vers_a, + v : ligne_tracee_v, + h : ligne_tracee_h, + z : boucle_z, + q : courbe_vers_q, + Changelog: 0.1.1 : - control file without extension @@ -53,11 +64,13 @@ Changelog: instead of x,y,width and height 0.2.2 : - read compact path data from Illustrator 10 0.2.3 : - read a few new relative displacements - 0.2.4 : - better hash for command with followed by a lone data + 0.2.4 : - better hash for command followed by a lone data (h,v) or uncommun number (a) 0.2.5 : - correction for gimp import 0.2.6 : - correction for illustrator 10 SVG 0.2.7 : - correction for inskape 0.40 cvs SVG + 0.2.8 : - correction for inskape plain SVG + ================================================================================== ==================================================================================""" @@ -290,15 +303,17 @@ def contruit_SYMETRIC(l): def mouvement_vers(c, D, n0,CP): global DEBUG,TAGcourbe - #print c,D[c[1]+1] + print 'c',c,'D[c[1]+1]',D[c[1]+1] l=filtre_DATA(c,D,1) - #print l + print 'l',l if n0 in courbes.ITEM.keys(): n0+=1 - CP=[l[0],l[1]] - else: - CP=[l[0],l[1]] + # + # CP=[l[0],l[1]] + #else: + # CP=[l[0],l[1]] + CP=[l[0],l[1]] courbes.ITEM[n0]=ITEM() courbes.ITEM[n0].Origine=[l[0],l[1]] @@ -522,10 +537,19 @@ def get_BOUNDBOX(BOUNDINGBOX,SVG,viewbox): return BOUNDINGBOX +# 0.2.8 : - correction for inskape 0.40 cvs SVG +def repack_DATA(DATA): + for d in Actions.keys(): + DATA=DATA.replace(d,d+' ') + return DATA + + def unpack_DATA(DATA): DATA[0]=DATA[0].replace('-',',-') + for d in Actions.keys(): DATA[0]=DATA[0].replace(d,','+d+',') + DATA[0]=DATA[0].replace(',,',',') if DATA[0][0]==',':DATA[0]=DATA[0][1:] if DATA[0][-1]==',':DATA[0]=DATA[0][:-1] @@ -575,9 +599,12 @@ def format_PATH(t): if PATH.find(' d="')!=-1: PATH,D=get_content('d',PATH) - - #print "D0= :",D - + + # 0.2.8 : - correction for inskape plain SVG + if D.find(',')==-1: + D=repack_DATA(D) + # 0.2.8 : end + D=D.split(' ') try: @@ -586,17 +613,12 @@ def format_PATH(t): except: pass - #print len(D) - #for D0 in D: - #print " ----> D = :", D0 - if len(D)==1 or len(D[0])>1: D1=[] for D0 in D: D1+=unpack_DATA([D0])[:] D=D1 - - #print "D2= :",D + return t,D @@ -627,8 +649,6 @@ def scan_FILE(nom): else: BOUNDINGBOX = get_BOUNDBOX(BOUNDINGBOX,SVG,viewbox) - #print t - while t.find('path')!=-1: t,D=format_PATH(t) cursor=0 @@ -670,4 +690,3 @@ def fonctionSELECT(nom): if DEVELOPPEMENT==1: Blender.Window.FileSelector (fonctionSELECT, 'SELECT a .SVG FILE') - #sys.path=oldpath diff --git a/release/scripts/console.py b/release/scripts/console.py index 1fbf7908c7a..e95d6bc34b1 100644 --- a/release/scripts/console.py +++ b/release/scripts/console.py @@ -2,22 +2,24 @@ """ Name: 'Interactive Console' -Blender: 236 +Blender: 237 Group: 'System' Tooltip: 'Interactive Python Console' """ + __author__ = "Campbell Barton AKA Ideasman" -__url__ = ["http://members.iinet.net.au/~cpbarton/ideasman/", "blender", "elysiun", "Official Python site, http://www.python.org"] +__url__ = ["Author's homepage, http://members.iinet.net.au/~cpbarton/ideasman/", "blender", "elysiun", "Official Python site, http://www.python.org"] __bpydoc__ = """\ This is an interactive console, similar to Python's own command line interpreter. Since it is embedded in Blender, it has access to all Blender Python modules. -Those completely new to Python can check the link button above that points to -its official homepage, with news, downloads and documentation. +Those completely new to Python are recommended to check the link button above +that points to its official homepage, with news, downloads and documentation. Usage:<br> Type your code and hit "Enter" to get it executed.<br> - - Right mouse click: Save output;<br> + - Right mouse click: Console Menu (Save output, etc);<br> - Arrow keys: command history and cursor;<br> + - Shift + arrow keys: jump words;<br> - Ctrl + Tab: auto compleate based on variable names and modules loaded -- multiple choices popup a menu;<br> - Ctrl + Enter: multiline functions -- delays executing code until only Enter is pressed. """ @@ -31,9 +33,13 @@ import types # Constants __DELIMETERS__ = '. ,=+-*/%<>&~][{}():' __LINE_HISTORY__ = 200 + +global __LINE_HEIGHT__ __LINE_HEIGHT__ = 14 +global __FONT_SIZE__ __FONT_SIZE__ = "normal" + ''' # Generic Blender functions def getActScriptWinRect(): @@ -255,8 +261,10 @@ def handle_event(evt, val): cmdBuffer[-1].cmd = cmdBuffer[histIndex].cmd def actionRightMouse(): - choice = Draw.PupMenu('Console Menu%t|Write Input Data (white)|Write Output Data (blue)|Write Error Data (red)|Write All Text|%l|Insert Blender text|%l|Quit') - print choice + global __FONT_SIZE__ + global __LINE_HEIGHT__ + choice = Draw.PupMenu('Console Menu%t|Write Input Data (white)|Write Output Data (blue)|Write Error Data (red)|Write All Text|%l|Insert Blender text|%l|Font Size|%l|Help|%l|Quit') + # print choice if choice == 1: writeCmdData(cmdBuffer, 0) # type 0 user elif choice == 2: @@ -267,7 +275,26 @@ def handle_event(evt, val): writeCmdData(cmdBuffer, 3) # All elif choice == 6: insertCmdData(cmdBuffer) # All - elif choice == 8: # Exit + elif choice == 8: + # Fontsize. + font_choice = Draw.PupMenu('Font Size%t|Large|Normal|Small|Tiny') + if font_choice != -1: + if font_choice == 1: + __FONT_SIZE__ = 'large' + __LINE_HEIGHT__ = 16 + elif font_choice == 2: + __FONT_SIZE__ = 'normal' + __LINE_HEIGHT__ = 14 + elif font_choice == 3: + __FONT_SIZE__ = 'small' + __LINE_HEIGHT__ = 12 + elif font_choice == 4: + __FONT_SIZE__ = 'tiny' + __LINE_HEIGHT__ = 10 + Draw.Redraw() + elif choice == 10: + Blender.ShowHelp('console.py') + elif choice == 12: # Exit Draw.Exit() @@ -356,12 +383,52 @@ def handle_event(evt, val): if (evt == Draw.UPARROWKEY and val): actionUpKey() elif (evt == Draw.DOWNARROWKEY and val): actionDownKey() - elif (evt == Draw.RIGHTARROWKEY and val): - cursor +=1 - if cursor > -1: - cursor = -1 + elif (evt == Draw.RIGHTARROWKEY and val): + if Window.GetKeyQualifiers() & Window.Qual.SHIFT: + wordJump = False + newCursor = cursor+1 + while newCursor<0: + + if cmdBuffer[-1].cmd[newCursor] not in __DELIMETERS__: + newCursor+=1 + else: + wordJump = True + break + if wordJump: # Did we find a new cursor pos? + cursor = newCursor + else: + cursor = -1 # end of line + else: + cursor +=1 + if cursor > -1: + cursor = -1 + elif (evt == Draw.LEFTARROWKEY and val): - cursor -=1 + if Window.GetKeyQualifiers() & Window.Qual.SHIFT: + wordJump = False + newCursor = cursor-1 + while abs(newCursor) < len(cmdBuffer[-1].cmd): + + if cmdBuffer[-1].cmd[newCursor] not in __DELIMETERS__ or\ + newCursor == cursor: + newCursor-=1 + else: + wordJump = True + break + if wordJump: # Did we find a new cursor pos? + cursor = newCursor + else: + cursor = -len(cmdBuffer[-1].cmd) # Start of line + + else: + if len(cmdBuffer[-1].cmd) > abs(cursor): + cursor -=1 + + elif (evt == Draw.HOMEKEY and val): + cursor = -len(cmdBuffer[-1].cmd) + + elif (evt == Draw.ENDKEY and val): + cursor = -1 elif (evt == Draw.TABKEY and val): if Window.GetKeyQualifiers() & Window.Qual.CTRL: @@ -391,7 +458,6 @@ def draw_gui(): BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, __CONSOLE_RECT__) __CONSOLE_RECT__= __CONSOLE_RECT__.list - # Clear the screen BGL.glClearColor(0.0, 0.0, 0.0, 1.0) BGL.glClear(BGL.GL_COLOR_BUFFER_BIT) # use it to clear the color buffer @@ -399,7 +465,10 @@ def draw_gui(): # Draw cursor location colour cmd2curWidth = Draw.GetStringWidth(cmdBuffer[-1].cmd[:cursor], __FONT_SIZE__) BGL.glColor3f(0.8, 0.2, 0.2) - BGL.glRecti(cmd2curWidth-1,4,cmd2curWidth+1, 20) + if cmd2curWidth == 0: + BGL.glRecti(0,2,2, __LINE_HEIGHT__+2) + else: + BGL.glRecti(cmd2curWidth-2,2,cmd2curWidth, __LINE_HEIGHT__+2) BGL.glColor3f(1,1,1) # Draw the set of cammands to the buffer @@ -469,8 +538,9 @@ __CONSOLE_VAR_DICT__ = {} # Initialize var dict # Print Startup lines cmdBuffer = [cmdLine("Welcome to Ideasman's Blender Console", 1, None),\ - cmdLine(' * Right Click: Save output', 1, None),\ + cmdLine(' * Right Click: Console Menu (Save output, etc.)', 1, None),\ cmdLine(' * Arrow Keys: Command history and cursor', 1, None),\ + cmdLine(' * Shift With Arrow Keys: Jump words', 1, None),\ cmdLine(' * Ctrl + Tab: Auto compleate based on variable names and modules loaded, multiple choices popup a menu', 1, None),\ cmdLine(' * Ctrl + Enter: Multiline functions, delays executing code until only Enter is pressed.', 1, None)] diff --git a/release/scripts/fixfromarmature.py b/release/scripts/fixfromarmature.py index a9fea501b87..b43cdb0a1e2 100644 --- a/release/scripts/fixfromarmature.py +++ b/release/scripts/fixfromarmature.py @@ -11,14 +11,14 @@ __author__ = "Jean-Michel Soler (jms)" __url__ = ("blender", "elysiun", "Script's homepage, http://jmsoler.free.fr/util/blenderfile/py/fixfromarmature.py", "Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender") -__version__ = "05/2005" +__version__ = "06/2005" __bpydoc__ = """\ This script creates a copy of the active mesh with deformations fixed. Usage: -Select the mesh and run this script. A fixed copy of it will be created. +Select the deformed mesh and run this script. A fixed copy of it will be created. """ # $Id$ @@ -72,21 +72,21 @@ def fix_mesh(nomdelobjet): Obis.setMatrix(Ozero.getMatrix()) scene = Blender.Scene.getCurrent() scene.link (Obis) - - Mesh2=Obis.getData() - Mesh1=Ozero.getData() - - if len(Mesh2.verts)==len(Mesh1.verts): - for VertGroupName in Mesh1.getVertGroupNames(): - VertexList = Mesh1.getVertsFromGroup(VertGroupName, True) - Mesh2.addVertGroup(VertGroupName) - for Vertex in VertexList: - Mesh2.assignVertsToGroup(VertGroupName, [Vertex[0]], Vertex[1], 'add') - else: - for vgroupname in Mesh1.getVertGroupNames(): - Mesh2.addVertGroup(vgroupname) - Mesh2.update() - + try : + Mesh2=Obis.getData() + Mesh1=Ozero.getData() + if len(Mesh2.verts)==len(Mesh1.verts): + for VertGroupName in Mesh1.getVertGroupNames(): + VertexList = Mesh1.getVertsFromGroup(VertGroupName, True) + Mesh2.addVertGroup(VertGroupName) + for Vertex in VertexList: + Mesh2.assignVertsToGroup(VertGroupName, [Vertex[0]], Vertex[1], 'add') + else: + for vgroupname in Mesh1.getVertGroupNames(): + Mesh2.addVertGroup(vgroupname) + Mesh2.update() + except: + print "mesh has no vertex group " Ozero=Blender.Object.GetSelected()[0] @@ -110,5 +110,5 @@ else: elif softbodies==1: for f in range(1, curframe + 1): Blender.Set('curframe',f) + Blender.Window.RedrawAll() if fix: fix_mesh(Ozero.getName()) - diff --git a/release/scripts/help_browser.py b/release/scripts/help_browser.py index aa05c988207..d321ffa6256 100644 --- a/release/scripts/help_browser.py +++ b/release/scripts/help_browser.py @@ -71,7 +71,7 @@ Hotkeys:<br> # -------------------------------------------------------------------------- import Blender -from Blender import sys as bsys, Draw, Window +from Blender import sys as bsys, Draw, Window, Registry WEBBROWSER = True try: @@ -390,7 +390,7 @@ def parse_help_info(script): fname = bsys.join(path, script.fname) if not bsys.exists(fname): - Draw.PupMenu('IO Error: Couldn\'t find script %s' % fname) + Draw.PupMenu('IO Error: couldn\'t find script %s' % fname) return None f = file(fname, 'r') @@ -545,7 +545,7 @@ def gui(): # drawing the screen global SCRIPT_INFO, AllGroups, GROUP_MENUS global BEVT_EMAIL, BEVT_LINK global BEVT_VIEWSOURCE, BEVT_EXIT, BEVT_BACK, BEVT_GMENU, BUT_GMENU - global PADDING, WIN_W, WIN_H, SCROLL_DOWN, COLUMNS + global PADDING, WIN_W, WIN_H, SCROLL_DOWN, COLUMNS, FMODE theme = Theme.Get()[0] tui = theme.get('ui') @@ -667,7 +667,7 @@ def gui(): # drawing the screen 'View this script\'s source code in the Text Editor (hotkey: S)') Draw.PushButton('exit', BEVT_EXIT, x + 45, 17, 45, bh, 'Exit from Scripts Help Browser (hotkey: Q)') - Draw.PushButton('back', BEVT_BACK, x + 2*45, 17, 45, bh, + if not FMODE: Draw.PushButton('back', BEVT_BACK, x + 2*45, 17, 45, bh, 'Back to scripts selection screen (hotkey: ESC)') BGL.glColor3ub(COL_TXTHI[0],COL_TXTHI[1], COL_TXTHI[2]) BGL.glRasterPos2i(x, 5) @@ -686,12 +686,12 @@ def fit_scroll(): def event(evt, val): # input events global SCREEN, START_SCREEN, SCRIPT_SCREEN - global SCROLL_DOWN + global SCROLL_DOWN, FMODE if not val: return if evt == Draw.ESCKEY: - if SCREEN == START_SCREEN: Draw.Exit() + if SCREEN == START_SCREEN or FMODE: Draw.Exit() else: SCREEN = START_SCREEN SCROLL_DOWN = 0 @@ -719,7 +719,7 @@ def button_event(evt): # gui button events global SCREEN, START_SCREEN, SCRIPT_SCREEN global BEVT_LINK, BEVT_EMAIL, BEVT_GMENU, BUT_GMENU, SCRIPT_INFO - global SCROLL_DOWN + global SCROLL_DOWN, FMODE if evt >= 100: # group menus for i in range(len(BUT_GMENU)): @@ -754,10 +754,36 @@ def button_event(evt): # gui button events Draw.Exit() return elif evt == BEVT_BACK: - if SCREEN == SCRIPT_SCREEN: + if SCREEN == SCRIPT_SCREEN and not FMODE: SCREEN = START_SCREEN SCRIPT_INFO = None SCROLL_DOWN = 0 Draw.Redraw() -Draw.Register(gui, event, button_event) +keepon = True +FMODE = False # called by Blender.ShowHelp(name) API function ? + +KEYNAME = '__help_browser' +rd = Registry.GetKey(KEYNAME) +if rd: + rdscript = rd['script'] + keepon = False + Registry.RemoveKey(KEYNAME) + for group in AllGroups: + for script in group.get_scripts(): + if rdscript == script.fname: + parseit = parse_help_info(script) + if parseit == True: + keepon = True + SCREEN = SCRIPT_SCREEN + BEVT_LINK = range(20, len(SCRIPT_INFO.d['__url__']) + 20) + BEVT_EMAIL = range(50, len(SCRIPT_INFO.d['__email__']) + 50) + FMODE = True + elif parseit == False: + Draw.PupMenu("ERROR: script doesn't have proper help data") + break + +if not keepon: + Draw.PupMenu("ERROR: couldn't find script") +else: + Draw.Register(gui, event, button_event) diff --git a/release/scripts/obj_export.py b/release/scripts/obj_export.py index d51658b2598..b6ef15a47e3 100644 --- a/release/scripts/obj_export.py +++ b/release/scripts/obj_export.py @@ -57,10 +57,10 @@ NULL_IMG = '(null)' # from docs at http://astronomy.swin.edu.au/~pbourke/geomfor def save_mtl(filename): file = open(filename, "w") for mat in Material.Get(): - + file.write('newmtl %s\n' % (mat.getName())) # Define a new material - # Hardness, convert blenders 1-511 to MTL's + # Hardness, convert blenders 1-511 to MTL's file.write('Ns %s\n' % ((mat.getHardness()-1) * 1.9607843137254901 ) ) col = mat.getRGBCol() @@ -163,7 +163,7 @@ def save_obj(filename): if f.image.filename != currentImgName: currentImgName = f.image.filename # Set a new image for all following faces - file.write( 'usemapusemap %s\n' % currentImgName.split('\\')[-1].split('/')[-1] ) + file.write( 'usemap %s\n' % currentImgName.split('\\')[-1].split('/')[-1] ) elif currentImgName != NULL_IMG: # Not using an image so set to NULL_IMG currentImgName = NULL_IMG diff --git a/release/scripts/obj_import.py b/release/scripts/obj_import.py index 2913cc015ec..6930ef86ef5 100644 --- a/release/scripts/obj_import.py +++ b/release/scripts/obj_import.py @@ -2,7 +2,7 @@ """ Name: 'Wavefront (.obj)...' -Blender: 237 +Blender: 232 Group: 'Import' Tooltip: 'Load a Wavefront OBJ File' """ @@ -76,17 +76,7 @@ def stripName(name): # name is a string from Blender import * - -#==================================================================================# -# This gets a mat or creates one of the requested name if none exist. # -#==================================================================================# -def getMat(matName): - # Make a new mat - try: - return Material.Get(matName) - except: - return Material.New(matName) - +import sys as py_sys #==================================================================================# # This function sets textures defined in .mtl file # @@ -99,8 +89,8 @@ def getImg(img_fileName): # if we are this far it means the image hasnt been loaded. try: return Image.Load(img_fileName) - except: - print "unable to open", img_fileName + except IOError: + print '\tunable to open image file: "%s"' % img_fileName return @@ -108,48 +98,56 @@ def getImg(img_fileName): #==================================================================================# # This function sets textures defined in .mtl file # #==================================================================================# -def load_mat_image(mat, img_fileName, type, mesh): - try: - image = Image.Load(img_fileName) - except: - print "unable to open", img_fileName - return +def load_mat_image(mat, img_fileName, type, meshDict): + texture = Texture.New(type) texture.setType('Image') - texture.image = image + + image = getImg(img_fileName) + if image: + texture.image = image # adds textures to faces (Textured/Alt-Z mode) # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func. if type == 'Kd': - for f in mesh.faces: - if mesh.materials[f.mat].name == mat.name: - - # the inline usemat command overides the material Image - if not f.image: - f.image = image - + for meshPair in meshDict.values(): + for f in meshPair[0].faces: + if meshPair[0].materials[f.mat].name == mat.name: + # the inline usemat command overides the material Image + if not f.image: + f.image = image + # adds textures for materials (rendering) - if type == 'Ka': + elif type == 'Ka': mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) - if type == 'Kd': + elif type == 'Kd': mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL) - if type == 'Ks': + elif type == 'Ks': mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC) #==================================================================================# # This function loads materials from .mtl file (have to be defined in obj file) # #==================================================================================# -def load_mtl(dir, mtl_file, mesh): - # Remove ./ - if mtl_file.endswith('./'): - mtl_file= mtl_file[2:] +def load_mtl(dir, mtl_file, meshDict): + #===============================================================================# + # This gets a mat or creates one of the requested name if none exist. # + #===============================================================================# + def getMat(matName): + # Make a new mat + try: + return Material.Get(matName) + except NameError: + return Material.New(matName) + + mtl_file = stripPath(mtl_file) mtl_fileName = dir + mtl_file + try: fileLines= open(mtl_fileName, 'r').readlines() - except: - print "unable to open", mtl_fileName + except IOError: + print '\tunable to open referenced material file: "%s"' % mtl_fileName return lIdx=0 @@ -162,7 +160,7 @@ def load_mtl(dir, mtl_file, mesh): elif l[0] == '#' or len(l) == 0: pass elif l[0] == 'newmtl': - currentMat = getMat(' '.join(l[1:])) + currentMat = getMat('_'.join(l[1:])) # Material should alredy exist. elif l[0] == 'Ka': currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3])) elif l[0] == 'Kd': @@ -177,56 +175,59 @@ def load_mtl(dir, mtl_file, mesh): currentMat.setAlpha(float(l[1])) elif l[0] == 'map_Ka': img_fileName = dir + l[1] - load_mat_image(currentMat, img_fileName, 'Ka', mesh) + load_mat_image(currentMat, img_fileName, 'Ka', meshDict) elif l[0] == 'map_Ks': img_fileName = dir + l[1] - load_mat_image(currentMat, img_fileName, 'Ks', mesh) + load_mat_image(currentMat, img_fileName, 'Ks', meshDict) elif l[0] == 'map_Kd': img_fileName = dir + l[1] - load_mat_image(currentMat, img_fileName, 'Kd', mesh) + load_mat_image(currentMat, img_fileName, 'Kd', meshDict) lIdx+=1 #===========================================================================# # Returns unique name of object/mesh (preserve overwriting existing meshes) # #===========================================================================# def getUniqueName(name): + newName = name uniqueInt = 0 while 1: try: - ob = Object.Get(name) + ob = Object.Get(newName) # Okay, this is working, so lets make a new name - name = '%s.%d' % (name, uniqueInt) + newName = '%s.%d' % (name, uniqueInt) uniqueInt +=1 - except: - if name not in NMesh.GetNames(): - return name + except AttributeError: + if newName not in NMesh.GetNames(): + return newName else: - name = '%s.%d' % (name, uniqueInt) + newName = '%s.%d' % (name, uniqueInt) uniqueInt +=1 + +# Gets the meshs index for this material, -1 if its not in the list +def getMeshMaterialIndex(mesh, material): + meshMatIndex = -1 + matIdx = 0 + meshMatList = mesh.materials + while matIdx < len(meshMatList): + if meshMatList[matIdx].name == material.name: + meshMatIndex = matIdx # The current mat index. + break + matIdx+=1 + # -1 if not found + return meshMatIndex + + + + #==================================================================================# # This loads data from .obj file # #==================================================================================# def load_obj(file): time1 = sys.time() - def applyMat(mesh, f, mat): - # Check weather the 16 mat limit has been met. - if len( meshList[objectName][0].materials ) >= MATLIMIT: - print 'Warning, max material limit reached, using an existing material' - return meshList[objectName][0] - - mIdx = 0 - for m in meshList[objectName][0].materials: - if m.getName() == mat.getName(): - break - mIdx+=1 - - if mIdx == len(mesh.materials): - meshList[objectName][0].addMaterial(mat) - - f.mat = mIdx - return f - + + TEX_OFF_FLAG = ~NMesh.FaceModes['TEX'] + # Get the file name with no path or .obj fileName = stripName( stripPath(file) ) @@ -235,56 +236,76 @@ def load_obj(file): DIR = pathName(file, stripPath(file)) fileLines = open(file, 'r').readlines() - - - + uvMapList = [(0,0)] # store tuple uv pairs here # This dummy vert makes life a whole lot easier- # pythons index system then aligns with objs, remove later vertList = [NMesh.Vert(0, 0, 0)] - - nullMat = getMat(NULL_MAT) + + # Store all imported materials in a dict, names are key + materiaDict = {} + + # Store all imported images in a dict, names are key + imageDict = {} + + # This stores the index that the current mesh has for the current material. + # if the mesh does not have the material then set -1 + contextMeshMatIdx = -1 + + # Keep this out of the dict for easy accsess. + nullMat = Material.New(NULL_MAT) currentMat = nullMat # Use this mat. currentImg = NULL_IMG # Null image is a string, otherwise this should be set to an image object.\ - currentSmooth = 0 + currentSmooth = 1 - #==================================================================================# - # Make split lines, ignore blenk lines or comments. # - #==================================================================================# - lIdx = 0 - while lIdx < len(fileLines): - fileLines[lIdx] = fileLines[lIdx].split() - lIdx+=1 + # Store a list of unnamed names + currentUnnamedGroupIdx = 0 + currentUnnamedObjectIdx = 0 + + quadList = (0, 1, 2, 3) #==================================================================================# # Load all verts first (texture verts too) # #==================================================================================# + nonVertFileLines = [] lIdx = 0 - print 'file length: %d' % len(fileLines) + print '\tfile length: %d' % len(fileLines) while lIdx < len(fileLines): - l = fileLines[lIdx] - if len(l) == 0: - fileLines.pop(lIdx) - lIdx-=1 - - elif l[0] == 'v': - # This is a new vert, make a new mesh - vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) ) - fileLines.pop(lIdx) - lIdx-=1 - + # Dont Bother splitting empty or comment lines. + if len(fileLines[lIdx]) == 0: + pass + elif fileLines[lIdx][0] == '\n': + pass + elif fileLines[lIdx][0] == '#': + pass - # UV COORDINATE - elif l[0] == 'vt': - # This is a new vert, make a new mesh - uvMapList.append( (float(l[1]), float(l[2])) ) - fileLines.pop(lIdx) - lIdx-=1 + else: + fileLines[lIdx] = fileLines[lIdx].split() + l = fileLines[lIdx] + + # Splitting may + if len(l) == 0: + pass + # Verts + elif l[0] == 'v': + vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) ) + + # UV COORDINATE + elif l[0] == 'vt': + uvMapList.append( (float(l[1]), float(l[2])) ) + else: + nonVertFileLines.append(l) lIdx+=1 + del fileLines + fileLines = nonVertFileLines + del nonVertFileLines + + # Make a list of all unused vert indicies that we can copy from + VERT_USED_LIST = [-1]*len(vertList) # Here we store a boolean list of which verts are used or not # no we know weather to add them to the current mesh @@ -295,10 +316,13 @@ def load_obj(file): # objectName has a char in front of it that determins weather its a group or object. # We ignore it when naming the object. objectName = 'omesh' # If we cant get one, use this - meshList = {} - meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList)) # Mesh/meshList[objectName][1] - meshList[objectName][0].verts.append(vertList[0]) - meshList[objectName][0].hasFaceUV(1) + + meshDict = {} + currentMesh = NMesh.GetRaw() + meshDict[objectName] = (currentMesh, VERT_USED_LIST[:]) # Mesh/meshDict[objectName][1] + currentMesh.verts.append(vertList[0]) + currentMesh.hasFaceUV(1) + #==================================================================================# # Load all faces into objects, main loop # @@ -308,29 +332,21 @@ def load_obj(file): while lIdx < len(fileLines): l = fileLines[lIdx] - # VERTEX - if l[0] == 'v': - pass - - # Comment - if l[0] == '#': - pass - - # VERTEX NORMAL - elif l[0] == 'vn': - pass - - # UV COORDINATE - elif l[0] == 'vt': - pass - # FACE - elif l[0] == 'f': + if l[0] == 'f': # Make a face with the correct material. f = NMesh.Face() - f = applyMat(meshList[objectName][0], f, currentMat) - f.smooth = currentSmooth - if currentImg != NULL_IMG: f.image = currentImg + + # Add material to mesh + if contextMeshMatIdx == -1: + tmpMatLs = currentMesh.materials + + if len(tmpMatLs) == MATLIMIT: + contextMeshMatIdx = 0 # Use first material + print 'material overflow, attempting to use > 16 materials. defaulting to first.' + else: + contextMeshMatIdx = len(tmpMatLs) + currentMesh.addMaterial(currentMat) # Set up vIdxLs : Verts # Set up vtIdxLs : UV @@ -341,7 +357,7 @@ def load_obj(file): for v in l[1:]: # OBJ files can have // or / to seperate vert/texVert/normal # this is a bit of a pain but we must deal with it. - objVert = v.split('/', -1) + objVert = v.split('/') # Vert Index - OBJ supports negative index assignment (like python) @@ -349,8 +365,9 @@ def load_obj(file): if fHasUV: # UV if len(objVert) == 1: - vtIdxLs.append(int(objVert[0])) # Sticky UV coords - elif objVert[1] != '': # Its possible that theres no texture vert just he vert and normal eg 1//2 + #vtIdxLs.append(int(objVert[0])) # replace with below. + vtIdxLs.append(vIdxLs[-1]) # Sticky UV coords + elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2 vtIdxLs.append(int(objVert[1])) # Seperate UV coords else: fHasUV = 0 @@ -365,13 +382,13 @@ def load_obj(file): # Quads only, we could import quads using the method below but it polite to import a quad as a quad. if len(vIdxLs) == 4: - for i in [0,1,2,3]: - if meshList[objectName][1][vIdxLs[i]] == -1: - meshList[objectName][0].verts.append(vertList[vIdxLs[i]]) - f.v.append(meshList[objectName][0].verts[-1]) - meshList[objectName][1][vIdxLs[i]] = len(meshList[objectName][0].verts)-1 + for i in quadList: # quadList == [0,1,2,3] + if meshDict[objectName][1][vIdxLs[i]] == -1: + currentMesh.verts.append(vertList[vIdxLs[i]]) + f.v.append(currentMesh.verts[-1]) + meshDict[objectName][1][vIdxLs[i]] = len(currentMesh.verts)-1 else: - f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[i]]]) + f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[i]]]) # UV MAPPING if fHasUV: @@ -380,44 +397,53 @@ def load_obj(file): # f.uv.append( uvMapList[ vtIdxLs[i] ] ) if f.v > 0: - f = applyMat(meshList[objectName][0], f, currentMat) + f.mat = contextMeshMatIdx if currentImg != NULL_IMG: - f.image = currentImg - meshList[objectName][0].faces.append(f) # move the face onto the mesh - if len(meshList[objectName][0].faces[-1]) > 0: - meshList[objectName][0].faces[-1].smooth = currentSmooth - + f.image = currentImg + else: + f.mode &= TEX_OFF_FLAG + currentMesh.faces.append(f) # move the face onto the mesh + if len(f) > 0: + f.smooth = currentSmooth + elif len(vIdxLs) >= 3: # This handles tri's and fans for i in range(len(vIdxLs)-2): f = NMesh.Face() - f = applyMat(meshList[objectName][0], f, currentMat) + for ii in [0, i+1, i+2]: - if meshList[objectName][1][vIdxLs[ii]] == -1: - meshList[objectName][0].verts.append(vertList[vIdxLs[ii]]) - f.v.append(meshList[objectName][0].verts[-1]) - meshList[objectName][1][vIdxLs[ii]] = len(meshList[objectName][0].verts)-1 + if meshDict[objectName][1][vIdxLs[ii]] == -1: + currentMesh.verts.append(vertList[vIdxLs[ii]]) + f.v.append(currentMesh.verts[-1]) + meshDict[objectName][1][vIdxLs[ii]] = len(currentMesh.verts)-1 else: - f.v.append(meshList[objectName][0].verts[meshList[objectName][1][vIdxLs[ii]]]) + f.v.append(currentMesh.verts[meshDict[objectName][1][vIdxLs[ii]]]) # UV MAPPING if fHasUV: f.uv.extend([uvMapList[ vtIdxLs[0] ], uvMapList[ vtIdxLs[i+1] ], uvMapList[ vtIdxLs[i+2] ]]) - + if f.v > 0: - f = applyMat(meshList[objectName][0], f, currentMat) + f.mat = contextMeshMatIdx if currentImg != NULL_IMG: - f.image = currentImg - meshList[objectName][0].faces.append(f) # move the face onto the mesh - if len(meshList[objectName][0].faces[-1]) > 0: - meshList[objectName][0].faces[-1].smooth = currentSmooth + f.image = currentImg + else: + f.mode |= TEX_OFF_FLAG + currentMesh.faces.append(f) # move the face onto the mesh + if len(f) > 0: + f.smooth = currentSmooth # FACE SMOOTHING elif l[0] == 's': - if l[1] == 'off': currentSmooth = 0 - else: currentSmooth = 1 - # print "smoothing", currentSmooth + # No value? then turn on. + if len(l) == 1: + currentSmooth = 1 + else: + if l[1] == 'off': + currentSmooth = 0 + else: + currentSmooth = 1 # OBJECT / GROUP elif l[0] == 'o' or l[0] == 'g': @@ -426,51 +452,93 @@ def load_obj(file): # Only make a new group.object name if the verts in the existing object have been used, this is obscure # but some files face groups seperating verts and faces which results in silly things. (no groups have names.) - if len(l) == 1 and len( meshList[objectName][0].faces ) == 0: - pass + if len(l) > 1: + objectName = '_'.join(l[1:]) + else: # No name given + # Make a new empty name + if l[0] == 'g': # Make a blank group name + objectName = 'unnamed_grp_%d' % currentUnnamedGroupIdx + currentUnnamedGroupIdx +=1 + else: # is an object. + objectName = 'unnamed_ob_%d' % currentUnnamedObjectIdx + currentUnnamedObjectIdx +=1 - else: - newObjectName = l[0] + '_' - - # if there is no groups name then make gp_1, gp_2, gp_100 etc - - if len(l) == 1: # No name given, make a unique name up. - - unique_count = 0 - while newObjectName in meshList.keys(): - newObjectName = '%s_%d' % (l[0], unique_count) - unique_count +=1 - else: # The the object/group name given - newObjectName += '_'.join(l[1:]) - - # Assign the new name - objectName = newObjectName - - # If we havnt written to this mesh before then do so. - # if we have then we'll just keep appending to it, this is required for soem files. - if objectName not in meshList.keys(): - meshList[objectName] = (NMesh.GetRaw(), [-1]*len(vertList)) - meshList[objectName][0].hasFaceUV(1) - meshList[objectName][0].verts.append( vertList[0] ) + + # If we havnt written to this mesh before then do so. + # if we have then we'll just keep appending to it, this is required for soem files. + + # If we are new, or we are not yet in the list of added meshes + # then make us new mesh. + if len(l) == 1 or objectName not in meshDict.keys(): + currentMesh = NMesh.GetRaw() + meshDict[objectName] = (currentMesh, VERT_USED_LIST[:]) + currentMesh.hasFaceUV(1) + currentMesh.verts.append( vertList[0] ) + contextMeshMatIdx = -1 + else: + # Since we have this in Blender then we will check if the current Mesh has the material. + # set the contextMeshMatIdx to the meshs index but only if we have it. + currentMesh = meshDict[objectName] + contextMeshMatIdx = getMeshMaterialIndex(currentMesh, currentMat) + + # MATERIAL elif l[0] == 'usemtl': - if len(l) == 1 or l[1] == '(null)': - currentMat = getMat(NULL_MAT) + if len(l) == 1 or l[1] == NULL_MAT: + #~ currentMat = getMat(NULL_MAT) + newMatName = NULL_MAT + currentMat = nullMat else: - currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces - - # MATERIAL + #~ currentMat = getMat(' '.join(l[1:])) # Use join in case of spaces + newMatName = '_'.join(l[1:]) + + + try: # Add to material list if not there + currentMat = materiaDict[newMatName] + newMatName = currentMat.name # Make sure we are up to date, Blender might have incremented the name. + + # Since we have this in Blender then we will check if the current Mesh has the material. + matIdx = 0 + tmpMeshMaterials = currentMesh.materials + while matIdx < len(tmpMeshMaterials): + if tmpMeshMaterials[matIdx].name == newMatName: + contextMeshMatIdx = matIdx # The current mat index. + break + matIdx+=1 + + + + except KeyError: # Not added yet, add now. + currentMat = Material.New(newMatName) + materiaDict[newMatName] = currentMat + contextMeshMatIdx = -1 # Mesh cant possibly have the material. + + # IMAGE elif l[0] == 'usemat' or l[0] == 'usemap': if len(l) == 1 or l[1] == '(null)' or l[1] == 'off': currentImg = NULL_IMG else: - currentImg = getImg('%s%s' % (DIR, ' '.join(l[1:]).replace('./', '') ) ) # Use join in case of spaces + # Load an image. + newImgName = stripPath(' '.join(l[1:])) + + try: + # Assume its alredy set in the dict (may or maynot be loaded) + currentImg = imageDict[newImgName] + + except KeyError: # Not in dict, add for first time. + try: # Image has not been added, Try and load the image + currentImg = Image.Load( '%s%s' % (DIR, newImgName) ) # Use join in case of spaces + imageDict[newImgName] = currentImg + + except IOError: # Cant load, just set blank. + imageDict[newImgName] = NULL_IMG + currentImg = NULL_IMG # MATERIAL FILE elif l[0] == 'mtllib': - mtl_fileName = ' '.join(l[1:]) + mtl_fileName = ' '.join(l[1:]) # SHOULD SUPPORT MULTIPLE MTL? lIdx+=1 @@ -479,22 +547,24 @@ def load_obj(file): # Write all meshs in the dictionary # #==============================================# for ob in Scene.GetCurrent().getChildren(): # Deselect all - ob.sel = 0 + ob.sel = 0 + + + # Applies material properties to materials alredy on the mesh as well as Textures. + if mtl_fileName != '': + load_mtl(DIR, mtl_fileName, meshDict) + importedObjects = [] - for mk in meshList.keys(): - # Applies material properties to materials alredy on the mesh as well as Textures. - if mtl_fileName != '': - load_mtl(DIR, mtl_fileName, meshList[mk][0]) - - meshList[mk][0].verts.pop(0) + for mk in meshDict.keys(): + meshDict[mk][0].verts.pop(0) # Ignore no vert meshes. - if not meshList[mk][0].verts: + if not meshDict[mk][0].verts: continue name = getUniqueName(mk) - ob = NMesh.PutRaw(meshList[mk][0], name) + ob = NMesh.PutRaw(meshDict[mk][0], name) ob.name = name importedObjects.append(ob) @@ -507,8 +577,10 @@ def load_obj(file): Window.FileSelector(load_obj, 'Import Wavefront OBJ') -''' + # For testing compatibility +''' +TIME = sys.time() import os for obj in os.listdir('/obj/'): if obj.lower().endswith('obj'): @@ -517,3 +589,5 @@ for obj in os.listdir('/obj/'): newScn.makeCurrent() load_obj('/obj/' + obj) ''' +#print "TOTAL IMPORT TIME: ", sys.time() - TIME +#load_obj('/obj/her.obj') diff --git a/release/scripts/save_theme.py b/release/scripts/save_theme.py index ba0b9bbcf8f..79205c0d478 100644 --- a/release/scripts/save_theme.py +++ b/release/scripts/save_theme.py @@ -2,14 +2,14 @@ """ Name: 'Save Current Theme...' -Blender: 236 +Blender: 237 Group: 'Export' Tooltip: 'Save current theme as a bpython script' """ __author__ = "Willian P. Germano" __url__ = ("blender", "elysiun") -__version__ = "1.2 2005/05/17" +__version__ = "2.37 2005/06/06" __bpydoc__ = """\ This script saves the current Theme in Blender as a Blender Python script. @@ -39,7 +39,6 @@ some information on it before sharing it with others. # $Id$ # # -------------------------------------------------------------------------- -# save_theme version 2.34 Sep 20, 2004 # Copyright (C) 2004: Willian P. Germano, wgermano _at_ ig.com.br # -------------------------------------------------------------------------- # Released under the Blender Artistic License (BAL): @@ -71,13 +70,13 @@ def write_theme(filename): # \"\"\" # Name: '%s' -# Blender: 236 +# Blender: 237 # Group: 'Themes' # Tooltip: 'Change current theme' # \"\"\" __%s__ = "????" -__%s__ = "1.2" +__%s__ = "2.37" __%s__ = ["blender"] __%s__ = \"\"\"\\ You can edit this section to write something about your script that can diff --git a/release/scripts/tex2uvbaker.py b/release/scripts/tex2uvbaker.py index 1e46e06475c..326f852d53d 100644 --- a/release/scripts/tex2uvbaker.py +++ b/release/scripts/tex2uvbaker.py @@ -2,20 +2,19 @@ """ Registration info for Blender menus: Name: 'Texture Baker' -Blender: 233 +Blender: 237 Group: 'UV' Tooltip: 'Procedural to uvmapped texture baker' """ __author__ = "Jean-Michel Soler (jms)" __url__ = ("blender", "elysiun", -"Script online, http://jmsoler.free.fr/util/blenderfile/py/text2uvbaker.py", +"Official Page, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm", "Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender") -__version__ = "0.2.3 2004/12/30" +__version__ = "0.2.6 2005/5/29" __bpydoc__ = """\ -This script "bakes" Blender procedural materials (including textures): it saves -them as 2d uv-mapped images. +Texture Baker "bakes" Blender procedural materials (including textures): it saves them as 2d uv-mapped images. This script saves an uv texture layout of the chosen mesh, that can be used as an uv map for it. It is a way to export procedurals from Blender as normal @@ -24,24 +23,47 @@ with the mesh in games and other 3d applications. Usage: -a) Enter face mode and define uv coordinates for your mesh;<br> -b) Define its materials and textures and set "Map Input" coordinates to UV; +a) Enter face mode and define uv coordinates for your mesh (do not forget to choose a development shape);<br> +b) Define its materials and textures;<br> c) Run this script and check the console. +Global variables: + +a) FRAME (integer): the last frame of the animation, autodocumented.<br> +b) LIMIT (integer): 0 or 1, uvcoords may exceed limits 0.0 to 1.0, this variable obliges the script to do a complete framing of the uvcoord. + Notes:<br> - This script was based on a suggestion by Martin (Theeth) Poirier;<br> + This script was based on a suggestion by Martin (Theeth) Poirier. """ #--------------------------------------------- -# Last release : 0.2.3 , 2004/12/30 , 22h13 +# Last release : 0.2.6 , 2005/05/29 , 22h00 #--------------------------------------------- #--------------------------------------------- # (c) jm soler 07/2004 : 'Procedural Texture Baker' -# Based on a Martin Theeth' Poirier's really -# good idea : -# it makes a rvk mesh with uv coords of the -# original mesh. -# released under Blender Artistic Licence +# Based on a Martin 'Theeth' Poirier's really +# good idea : makes a rvk mesh with uv coords +# of the original mesh. +# +# Released under Blender Artistic Licence +# +# 0.2.6 +# -- Creation of LAMP object is removed and replaced +# by the use of the shadeless option in material object +# +# -- helpmsg corrected : the aim of the script +# is to bake any type of textures so we have not +# to mapinput its textures on UV . +# +# --'pers' camera was replaced by an 'ortho' one. +# +# 0.2.5 +# -- if a image file with the same name exits the +# system returns an error +# +# 0.2.4 +# -- a LIMIT variable is added to unlock the uvcoords +# autoframing # # # 0.2.3 : @@ -85,7 +107,7 @@ Notes:<br> # #--------------------------------------------- # Official Page : -# http://jmsoler.free.fr/util/blenderfile/py/text2uvbaker.py +# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm # For problems and errors: # http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender #--------------------------------------------- @@ -93,9 +115,69 @@ Notes:<br> import Blender from Blender import NMesh, Draw, Object, Scene, Camera -FRAME = 100 -XYLIMIT = [0.0, 0.] +#----------------------------------- +# Last release : 0.2.5 , 2005/05/22 , 20h00 +#----------------------------------- +# la fonction Blender.sys.dirname pose un +# probleme lorsque la memoire est trop encombree +# --- +# It seems that the Blender.sys.dirname function +# poses a problem when the memory is too much encumbered +#----------------------------------- +try: + import nt + os = nt + os.sep='\\' +except: + import posix + os = posix + os.sep='/' +DIRNAME=Blender.Get('filename') +#----------------------------------- +# decoupage de la chaine en fragment +# de façon a isoler le nom du fichier +# du repertoire +# --- +# split string in fragments to isolate +# the file name from the path name +#----------------------------------- + +if DIRNAME.find(os.sep): + k0=DIRNAME.split(os.sep) +else: + k0=DIRNAME.split('/') +DIRNAME=DIRNAME.replace(k0[-1],'') +#----------------------------------- +# Last release : 0.2.5 , 2005/05/22 , end +#----------------------------------- + +#----------------------------------- +# Last release : 0.2.4 , 2005/05/22 , 15h00 +#----------------------------------- +FRAME = Blender.Get('endframe') +#----------------------------------- +# Last release : 0.2.4 , 2005/05/22 , end +#----------------------------------- + +#----------------------------------- +# Last release : 0.2.4 , 2005/05/18 , 11h00 +# +# Si LIMIT == 0 le script n'essaye pas de realiser +# un nouveau cadrage pour que l'image presente toute les +# coordonnées uv. +# --- +# if LIMIT == 0 the script do not try to make +# a new framing with all the uvcoord in only one +# shoot... +#----------------------------------- +LIMIT=0 +#----------------------------------- +# Last release : 0.2.4 , 2005/05/18 , END +#----------------------------------- + +XYLIMIT = [0.0, 0.0,1.0,1.0] OBJPOS = 100.0 +DEBUG=1 helpmsg = """ Texture Baker: @@ -106,23 +188,79 @@ normal image textures that can be edited with a 2d image manipulation program or used with the mesh in games and other 3d applications. Basic instructions: -- Enter face mode and define uv coordinates for your mesh; -- Define its materials and textures and set "Map Input" coordinates to UV; +- Enter face mode and define uv coordinates for your mesh (do not forget to + choose a development shape); +- Define its materials and textures ; - Run this script and check the console. + """ def GET_newobject (TYPE,NAME): + """ +# --------------------------- +# Function GET_newobject +# +# IN : TYPE string , object type ('Mesh','Empty',...) +# NAME string , name object +# OUT: OBJECT Blender objetc described in teh string TYPE +# SCENE Blender current scene object +# --------------------------- + Return and object and the current scene + """ SCENE = Blender.Scene.getCurrent() OBJECT = Blender.Object.New(TYPE,NAME) SCENE.link(OBJECT) return OBJECT, SCENE +def RenameImage(RDIR, MYDIR, FILENAME, name): + """ +# --------------------------- +# Function RenameImage +# +# IN : RDIR string , current render directory +# MYDIR string , new render dir for this shoot +# FILENAME string , last rendered image filename +# name string , new name for this image +# OUT: nothing +# --------------------------- + Rename the file pointed by the string name + recall the function if the file yet exists + """ + newfname = RDIR + MYDIR + name + if newfname.find('.png', -4) < 0 : newfname += '.png' + if not Blender.sys.exists(newfname): + os.rename(FILENAME, newfname) + else: + name = Draw.PupStrInput ('ReName Image, please :', name, 32) + RenameImage(RDIR, MYDIR, FILENAME, name) + def SAVE_image (rc, name, FRAME): + """ +# --------------------------- +# Function SAVE_image +# +# IN : rc current render context object +# name string , image name +# FRAME integer, last numbre of the curent animation +# OUT: nothing +# --------------------------- + """ + rc.enableExtensions(1) MYDIR = '' - RENDERDIR = rc.getRenderPath() + RENDERDIR = rc.getRenderPath().replace('\\','/') + if RENDERDIR.find('//')==0 : + print 'filename', Blender.Get('filename'),'/n', Blender.sys.dirname(Blender.Get('filename')) + RDIR=RENDERDIR.replace('//',DIRNAME) + else: + RDIR=RENDERDIR[:] + if DEBUG : print 'RDIR : ', RDIR + + HOMEDIR=Blender.Get('homedir') + if DEBUG : print 'HOMEDIR', HOMEDIR rc.setRenderPath(RENDERDIR + MYDIR) - print "Render folder:", RENDERDIR + MYDIR + if DEBUG : print "Render folder:", RENDERDIR + MYDIR IMAGETYPE = Blender.Scene.Render.PNG + if DEBUG : print 'IMAGETYPE : ',IMAGETYPE rc.setImageType(IMAGETYPE) NEWFRAME = FRAME OLDEFRAME = rc.endFrame() @@ -130,39 +268,37 @@ def SAVE_image (rc, name, FRAME): rc.startFrame(NEWFRAME) rc.endFrame(NEWFRAME) rc.renderAnim() - - try: - import nt - os = nt - - except: - import posix - os = posix + Blender.Scene.Render.CloseRenderWindow() FILENAME = "%04d" % NEWFRAME FILENAME = FILENAME.replace (' ', '0') - FILENAME = RENDERDIR + MYDIR + FILENAME + '.png' + FILENAME = RDIR + MYDIR + FILENAME + '.png' - try: - TRUE = os.stat(FILENAME) - newfname = RENDERDIR + MYDIR + name - if newfname.find('.png', -4) < 0: newfname += '.png' - os.rename(FILENAME, newfname) - print "Renamed to:", newfname - - except: - pass + RenameImage(RDIR, MYDIR, FILENAME, name) rc.endFrame(OLDEFRAME) rc.startFrame(OLDSFRAME) rc.setRenderPath(RENDERDIR) def SHOOT (XYlimit, frame, obj, name, FRAME): + """ +# --------------------------- +# Function SHOOT +# +# IN : XYlimit list of 4 floats, smallest and biggest +# uvcoords +# frame cureente frame +# obj for object location +# name image name +# FRAME the last animation's frame +# OUT: nothing +# --------------------------- + render and save the baked textures picture + """ try: CAM = Blender.Object.Get('UVCAMERA') Cam = CAM.getData() SC = Blender.Scene.getCurrent() - except: Cam = Blender.Camera.New() Cam.name = 'UVCamera' @@ -172,45 +308,29 @@ def SHOOT (XYlimit, frame, obj, name, FRAME): Cam.lens = 30 Cam.name = 'UVCamera' + Cam.setType('ortho') + Cam.setScale(1.0) + CAM.setLocation(obj.getLocation()) - CAM.LocX += XYlimit[0] / 2.0 - CAM.LocY += XYlimit[1] / 2.0 - CAM.LocZ += max (XYlimit[0], XYlimit[1]) + CAM.LocX += XYlimit[2] * 0.500 + CAM.LocY += XYlimit[3] * 0.500 + CAM.LocZ += max (XYlimit[2], XYlimit[3]) CAM.setEuler (0.0, 0.0, 0.0) - try: - LAMP = Blender.Object.Get('ECLAIRAGE') - lampe = LAMP.getData() - SC = Blender.Scene.getCurrent() - - except: - lampe = Blender.Lamp.New() - lampe.name = 'lumin' - LAMP, SC = GET_newobject('Lamp','ECLAIRAGE') - LAMP.link(lampe) - LAMP.setName('ECLAIRAGE') - - LAMP.setLocation(obj.getLocation()) - LAMP.LocX += XYlimit[0] / 2.0 - LAMP.LocY += XYlimit[1] / 2.0 - LAMP.LocZ += max (XYlimit[0], XYlimit[1]) - LAMP.setEuler (0.0, 0.0, 0.0) - context = SC.getRenderingContext() Camold = SC.getCurrentCamera() SC.setCurrentCamera(CAM) + OLDy = context.imageSizeY() OLDx = context.imageSizeX() - tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4') - if (tres) == 1: res = 256 + tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4 | 2048 %x5 ') + if (tres) == 1: res = 256 elif (tres) == 2: res = 512 - elif (tres) == 3: res = 768 - elif (tres) == 4: res = 1024 - + elif (tres) == 5: res = 2048 else: res = 512 context.imageSizeY(res) @@ -223,10 +343,58 @@ def SHOOT (XYlimit, frame, obj, name, FRAME): Blender.Set ('curframe', frame) -def Mesh2UVCoord (): - if 1:#try: - MESH3D = Object.GetSelected()[0] +#----------------------------------- +# release : 0.2.6 , 2005/05/29 , 00h00 +#----------------------------------- +def PROV_Shadeless(MATList): + """ +# --------------------------- +# Function PROV_Shadeless +# +# IN : MATList a list of the mesh's materials +# OUT: SHADEDict a dictionnary of the materials' shadeles value +# --------------------------- + """ + SHADEDict={} + for mat in MATList: + SHADEDict[mat.name]=mat.mode + mat.mode |= Blender.Material.Modes.SHADELESS + return SHADEDict +#----------------------------------- +# Last release : 0.2.6 , 2005/05/29 , end +#----------------------------------- + +#----------------------------------- +# release : 0.2.6 , 2005/05/29 , 00h00 +#----------------------------------- +def REST_Shadeless(SHADEDict): + """ +# --------------------------- +# Function REST_Shadeless +# +# IN : SHADEDict a dictionnary of the materials' shadeles value +# OUT : nothing +# --------------------------- + """ + for m in SHADEDict.keys(): + mat=Blender.Material.Get(m) + mat.mode=SHADEDict[m] +#----------------------------------- +# release : 0.2.6 , 2005/05/29 , end +#----------------------------------- + +def Mesh2UVCoord (LIMIT): + """ +# --------------------------- +# Function Mesh2UVCoord +# +# IN : LIMIT integer, create or not a new framing for uvcoords +# OUT: nothing +# --------------------------- + """ + try: + MESH3D = Object.GetSelected()[0] if MESH3D.getType() == 'Mesh': MESH = MESH3D.getData() @@ -234,12 +402,12 @@ def Mesh2UVCoord (): NewOBJECT=Blender.Object.Get('UVOBJECT') CurSCENE=Blender.Scene.getCurrent() MESH2 = NewOBJECT.getData() - MESH2.faces=[] - + except: NewOBJECT, CurSCENE = GET_newobject('Mesh','UVOBJECT') MESH2 = Blender.NMesh.GetRaw() + MESH2.faces=[] for f in MESH.faces: f1 = Blender.NMesh.Face() @@ -258,55 +426,73 @@ def Mesh2UVCoord (): MESH2.materials = MESH.materials[:] - - #NewOBJECT.link(MESH2) - NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0) NewOBJECT.setEuler (0.0, 0.0, 0.0) MESH2.removeAllKeys() + MESH2.update() + MESH2.insertKey (1, 'absolute') + MESH2.update() for f in MESH2.faces: for v in f.v: - for n in [0, 1]: + for n in [0,1]: v.co[n] = f.uv[f.v.index(v)][n] - exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n) - + exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n+2, n+2, n) + exec "if v.co[%s] < XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n) v.co[2] = 0.0 - print XYLIMIT - - MESH2.update() - MESH2.insertKey (1, 'absolute') - MESH2.update() + if DEBUG: print XYLIMIT MESH2.update() MESH2.insertKey (FRAME, 'absolute') MESH2.update() + imagename = 'uvtext' - name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help" + name = "CHANGE IMAGE NAME ? %t | Replace it | No replacing | Script help" result = Draw.PupMenu(name) if result == 1: imagename = Draw.PupStrInput ('Image Name:', imagename, 32) if result != 3: - SHOOT (XYLIMIT, FRAME, NewOBJECT, imagename, FRAME) + #----------------------------------- + # release : 0.2.6 , 2005/05/29 , 00h00 + #----------------------------------- + SHADEDict=PROV_Shadeless(MESH2.materials) + #----------------------------------- + # release : 0.2.6 , 2005/05/29 , end + #----------------------------------- + + if LIMIT : + SHOOT(XYLIMIT, FRAME, NewOBJECT, imagename, FRAME) + else : + SHOOT([0.0,0.0,1.0,1.0], FRAME, NewOBJECT, imagename, FRAME) + #----------------------------------- + # release : 0.2.6, 2005/05/29 , 00h00 + #----------------------------------- + REST_Shadeless(SHADEDict) + #----------------------------------- + # release : 0.2.6 , 2005/05/29 , end + #----------------------------------- + Blender.Redraw() + else: - Draw.PupMenu("Ready%t|Please check console for instructions") - print helpmsg + Blender.ShowHelp('tex2uvbaker.py') + #Draw.PupMenu("Ready%t|Please check console for instructions") + if DEBUG: print helpmsg else: - name = "Error%t|Active object is not a mesh or has no UV coordinates" + name = "ERROR: active object is not a mesh or has no UV coordinates" result = Draw.PupMenu(name) print 'problem : no object selected or not mesh' - #except: - # name = "Error%t|Active object is not a mesh or has no UV coordinates" - # result = Draw.PupMenu(name) + except: + name = "ERROR: active object is not a mesh or has no UV coordinates" + result = Draw.PupMenu(name) print 'problem : no object selected or not mesh' -Mesh2UVCoord() +Mesh2UVCoord(LIMIT) |