diff options
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/3ds_export.py | 134 | ||||
-rw-r--r-- | release/scripts/tex2uvbaker.py | 668 | ||||
-rw-r--r-- | release/scripts/uvpaint.py | 52 |
3 files changed, 435 insertions, 419 deletions
diff --git a/release/scripts/3ds_export.py b/release/scripts/3ds_export.py index 7911a4b4277..9e5605575f0 100644 --- a/release/scripts/3ds_export.py +++ b/release/scripts/3ds_export.py @@ -129,11 +129,10 @@ SZ_SHORT = 2 SZ_INT = 4 SZ_FLOAT = 4 -class _3ds_short: +class _3ds_short(object): '''Class representing a short (2-byte integer) for a 3ds file. *** This looks like an unsigned short H is unsigned from the struct docs - Cam***''' - value=0 - + __slots__ = 'value' def __init__(self, val=0): self.value=val @@ -141,16 +140,14 @@ class _3ds_short: return SZ_SHORT def write(self,file): - data=struct.pack("<H", self.value) - file.write(data) + file.write(struct.pack("<H", self.value)) def __str__(self): return str(self.value) -class _3ds_int: +class _3ds_int(object): '''Class representing an int (4-byte integer) for a 3ds file.''' - value=0 - + __slots__ = 'value' def __init__(self, val=0): self.value=val @@ -158,16 +155,14 @@ class _3ds_int: return SZ_INT def write(self,file): - data=struct.pack("<I", self.value) - file.write(data) + file.write(struct.pack("<I", self.value)) def __str__(self): return str(self.value) -class _3ds_float: +class _3ds_float(object): '''Class representing a 4-byte IEEE floating point number for a 3ds file.''' - value=0.0 - + __slots__ = 'value' def __init__(self, val=0.0): self.value=val @@ -175,18 +170,15 @@ class _3ds_float: return SZ_FLOAT def write(self,file): - data=struct.pack("<f", self.value) - file.write(data) - + file.write(struct.pack("<f", self.value)) def __str__(self): return str(self.value) -class _3ds_string: +class _3ds_string(object): '''Class representing a zero-terminated string for a 3ds file.''' - value="" - + __slots__ = 'value' def __init__(self, val=""): self.value=val @@ -195,17 +187,15 @@ class _3ds_string: def write(self,file): binary_format = "<%ds" % (len(self.value)+1) - data=struct.pack(binary_format, self.value) - file.write(data) + file.write(struct.pack(binary_format, self.value)) def __str__(self): return self.value -class _3ds_point_3d: +class _3ds_point_3d(object): '''Class representing a three-dimensional point for a 3ds file.''' - x=y=z=0.0 - + __slots__ = 'x','y','z' def __init__(self, point=(0.0,0.0,0.0)): self.x, self.y, self.z = point @@ -213,16 +203,14 @@ class _3ds_point_3d: return 3*SZ_FLOAT def write(self,file): - data=struct.pack('<3f', self.x, self.y, self.z) - file.write(data) + file.write(struct.pack('<3f', self.x, self.y, self.z)) def __str__(self): return '(%f, %f, %f)' % (self.x, self.y, self.z) -class _3ds_point_4d: +class _3ds_point_4d(object): '''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.''' - x=y=z=w=0.0 - + __slots__ = 'x','y','z','w' def __init__(self, point=(0.0,0.0,0.0,0.0)): self.x, self.y, self.z, self.w = point @@ -236,10 +224,9 @@ class _3ds_point_4d: def __str__(self): return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w) -class _3ds_point_uv: +class _3ds_point_uv(object): '''Class representing a UV-coordinate for a 3ds file.''' - uv=(0.0, 0.0) - + __slots__ = 'uv' def __init__(self, point=(0.0,0.0)): self.uv = point @@ -256,10 +243,9 @@ class _3ds_point_uv: def __str__(self): return '(%g, %g)' % self.uv -class _3ds_rgb_color: +class _3ds_rgb_color(object): '''Class representing a (24-bit) rgb color for a 3ds file.''' - r=g=b=0 - + __slots__ = 'r','g','b' def __init__(self, col=(0,0,0)): self.r, self.g, self.b = col @@ -267,19 +253,14 @@ class _3ds_rgb_color: return 3 def write(self,file): - file.write( struct.pack('<c', chr(int(255*self.r))) ) - file.write( struct.pack('<c', chr(int(255*self.g))) ) - file.write( struct.pack('<c', chr(int(255*self.b))) ) + file.write( struct.pack('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) ) def __str__(self): return '{%f, %f, %f}' % (self.r, self.g, self.b) -class _3ds_face: +class _3ds_face(object): '''Class representing a face for a 3ds file.''' - - # vertex index tuple: - vindex=(0,0,0) - + __slots__ = 'vindex' def __init__(self, vindex): self.vindex = vindex @@ -288,20 +269,17 @@ class _3ds_face: def write(self,file): # The last zero is only used by 3d studio - data=struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0) - file.write(data) + file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0)) def __str__(self): return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2]) -class _3ds_array: +class _3ds_array(object): '''Class representing an array of variables for a 3ds file. Consists of a _3ds_short to indicate the number of items, followed by the items themselves. ''' - values=[] - size=0 - + __slots__ = 'values', 'size' def __init__(self): self.values=[] self.size=SZ_SHORT @@ -325,12 +303,10 @@ class _3ds_array: def __str__(self): return '(%d items)' % len(self.values) -class _3ds_named_variable: +class _3ds_named_variable(object): '''Convenience class for named variables.''' - name="" - value=None - + __slots__ = 'value', 'name' def __init__(self, name, val=None): self.name=name self.value=val @@ -357,21 +333,12 @@ class _3ds_named_variable: #the chunk class -class _3ds_chunk: +class _3ds_chunk(object): '''Class representing a chunk in a 3ds file. Chunks contain zero or more variables, followed by zero or more subchunks. ''' - - # The chunk ID: - ID=_3ds_short() - # The total chunk size (including the size of the chunk ID and chunk size!): - size=_3ds_int() - # Variables: - variables=[] - # Sub chunks: - subchunks=[] - + __slots__ = 'ID', 'size', 'variables', 'subchunks' def __init__(self, id=0): self.ID=_3ds_short(id) self.size=_3ds_int(0) @@ -507,18 +474,12 @@ def make_material_chunk(material, image): return material_chunk -class tri_wrapper: +class tri_wrapper(object): '''Class representing a triangle. Used when converting faces to triangles''' - # vertex indices: - vertex_index=(0,0,0) - # material index: - mat_index=None - # uv coordinates (used on blender faces that have face-uv) - faceuvs=None - + __slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset' def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None): self.vertex_index= vindex self.mat= mat @@ -618,9 +579,12 @@ def remove_face_uv(verts, tri_list): index_list = [] for i,vert in enumerate(verts): index_list.append(vert_index) + + pt = _3ds_point_3d(vert.co) # reuse, should be ok + for ii, uv_3ds in unique_uvs[i].itervalues(): # add a vertex duplicate to the vertex_array for every uv associated with this vertex: - vert_array.add(_3ds_point_3d(vert.co)) + vert_array.add(pt) # add the uv coordinate to the uv array: uv_array.add(uv_3ds) vert_index += len(unique_uvs[i]) @@ -639,6 +603,8 @@ def make_faces_chunk(tri_list, mesh, materialDict): Also adds subchunks assigning materials to all faces.''' materials = mesh.materials + if not materials: + mat = None face_chunk = _3ds_chunk(OBJECT_FACES) face_list = _3ds_array() @@ -651,10 +617,9 @@ def make_faces_chunk(tri_list, mesh, materialDict): face_list.add(_3ds_face(tri.vertex_index)) - # obj_material_faces[tri.mat].add(_3ds_short(i)) - - mat = materials[tri.mat] - if mat: mat = mat.name + if materials: + mat = materials[tri.mat] + if mat: mat = mat.name img = tri.image @@ -914,10 +879,16 @@ def save_3ds(filename): # get material/image tuples. if data.faceUV: mat_ls = data.materials + + if not mat_ls: + mat = mat_name = None + for f in data.faces: - mat = mat_ls[f.mat] - if mat: mat_name = mat.name - else: mat_name = None + if mat_ls: + mat = mat_ls[f.mat] + if mat: mat_name = mat.name + else: mat_name = None + # else there alredy set to none img = f.image if img: img_name = img.name @@ -929,9 +900,6 @@ def save_3ds(filename): materialDict[mat_name, img_name] except: materialDict[mat_name, img_name]= mat, img - - - else: for mat in data.materials: diff --git a/release/scripts/tex2uvbaker.py b/release/scripts/tex2uvbaker.py index 1ccc22859a4..a54086144f8 100644 --- a/release/scripts/tex2uvbaker.py +++ b/release/scripts/tex2uvbaker.py @@ -1,7 +1,7 @@ #!BPY """ Registration info for Blender menus: -Name: 'Texture Baker' +Name: 'UV Texture Baker' Blender: 239 Group: 'UV' Tooltip: 'Procedural to uvmapped texture baker' @@ -11,7 +11,7 @@ __author__ = "Jean-Michel Soler (jms)" __url__ = ("blender", "elysiun", "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__ = "0.3.2 2005/12/28" +__version__ = "0.3.3 2005/09/10" __bpydoc__ = """\ This script "bakes" Blender procedural materials (including textures): it saves @@ -28,7 +28,7 @@ a) Enter face mode and define uv coordinates for your mesh;<br> b) Define its materials and textures ; c) Run this script and check the console. -Global variables +Global variables print a) FRAME integer, the last frame of the animation, autodocumented . b) LIMIT integer, 0 or 1, uvcoords may exceed limits 0.0 to 1.0 , this variable @@ -39,7 +39,7 @@ Notes:<br> """ #--------------------------------------------- -# Last release : 0.3.1 , 2005/10/21 , 20h23 +# Last release : 0.3.3 , 2006/09/10 , 15h20 #--------------------------------------------- #--------------------------------------------- # (c) jm soler 07/2004 : 'Procedural Texture Baker' @@ -49,6 +49,10 @@ Notes:<br> # # Released under Blender Artistic Licence # +# 0.3.3 +# blender 2.40 update to deal with the object module refactory +# some probleme with the relatif render directory +# # 0.3.2 # blender 2.40 update to deal with the new shape # key system . @@ -161,13 +165,13 @@ from Blender import NMesh, Draw, Object, Scene, Camera # poses a problem when the memory is too much encumbered #----------------------------------- try: - import nt - os = nt - os.sep='\\' + import nt + os = nt + os.sep='\\' except: - import posix - os = posix - os.sep='/' + import posix + os = posix + os.sep='/' DIRNAME=Blender.Get('filename') #----------------------------------- # decoupage de la chaine en fragment @@ -179,9 +183,9 @@ DIRNAME=Blender.Get('filename') #----------------------------------- if DIRNAME.find(os.sep)!=-1: - k0=DIRNAME.split(os.sep) + k0=DIRNAME.split(os.sep) else: - k0=DIRNAME.split('/') + k0=DIRNAME.split('/') DIRNAME=DIRNAME.replace(k0[-1],'') #----------------------------------- # Last release : 0.2.5 , 2005/05/22 , end @@ -217,7 +221,24 @@ DEBUG=1 RENDERLAYER=20 SCENELAYERS=[] - +BLOCK={'limit': [Blender.Draw.Create(0),""], + 'ObjPos' : [Blender.Draw.Create(100.0),""], + 'RenderLayer' : [Blender.Draw.Create(20),""], + 'DisplayRes' : [Blender.Draw.Create(1024),""], + 'ImageName' : [Blender.Draw.Create("uvtext"),""], + 'NoReplaceImag' : [Blender.Draw.Create(0),""], + 'RemoveMorphMesh' : [Blender.Draw.Create(0),""], + 'RemoveShootCamera' : [Blender.Draw.Create(0),""], + 'Debug' : [Blender.Draw.Create(0),""]} + +block = [] +block.append(("limit",BLOCK['limit'][0],"")) +block.append(("Obj Pos :",BLOCK['ObjPos'][0], 0.0, 1000.0)) +block.append(("Render Layer :",BLOCK['RenderLayer'][0],1, 20)) +block.append(("Display Res :",BLOCK['DisplayRes'][0],16, 4096)) +block.append(("Replace Img Name",BLOCK['NoReplaceImag'][0],"")) +block.append(("Remove Morph Mesh",BLOCK['RemoveMorphMesh'][0],"")) +block.append(("Remove Shoot Camera",BLOCK['RemoveShootCamera'][0],"")) helpmsg = """ Texture Baker: @@ -236,7 +257,7 @@ Basic instructions: """ def GET_newobject (TYPE,NAME): - """ + """ # --------------------------- # Function GET_newobject # @@ -246,14 +267,14 @@ def GET_newobject (TYPE,NAME): # 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 + """ + SCENE = Blender.Scene.getCurrent() + OBJECT = Blender.Object.New(TYPE,NAME) + SCENE.link(OBJECT) + return OBJECT, SCENE def RenameImage(RDIR, MYDIR, FILENAME, name): - """ + """ # --------------------------- # Function RenameImage # @@ -265,18 +286,18 @@ def RenameImage(RDIR, MYDIR, FILENAME, name): # --------------------------- 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) + """ + 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, result): - """ + """ # --------------------------- # Function SAVE_image # @@ -285,43 +306,50 @@ def SAVE_image (rc, name, FRAME, result): # FRAME integer, last numbre of the curent animation # OUT: nothing # --------------------------- - """ - rc.enableExtensions(1) - MYDIR = '' - 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) - 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() - OLDSFRAME = rc.startFrame() - rc.startFrame(NEWFRAME) - rc.endFrame(NEWFRAME) - rc.renderAnim() - if result!=2 : - Blender.Scene.Render.CloseRenderWindow() - FILENAME = "%04d" % NEWFRAME - FILENAME = FILENAME.replace (' ', '0') - FILENAME = RDIR + MYDIR + FILENAME + '.png' - RenameImage(RDIR, MYDIR, FILENAME, name) - - rc.endFrame(OLDEFRAME) - rc.startFrame(OLDSFRAME) - rc.setRenderPath(RENDERDIR) + """ + rc.enableExtensions(1) + MYDIR = '' + RENDERDIR = rc.getRenderPath() + if RENDERDIR.find('//')==0 : + print 'filename', Blender.Get('filename'),'/n', Blender.sys.dirname(Blender.Get('filename')) + RDIR=RENDERDIR.replace('//',DIRNAME) + elif len(RENDERDIR)==1 and RENDERDIR.find('/')==0: + print 'filename', Blender.Get('filename'),'/n', Blender.sys.dirname(Blender.Get('filename')) + RDIR=RENDERDIR.replace('/',DIRNAME) + print 'RDIR=',RDIR + + else: + RDIR=RENDERDIR[:] + + RDIR = RDIR.replace('\\','/') + if DEBUG : print 'RDIR : ', RDIR + + HOMEDIR=Blender.Get('homedir') + if DEBUG : print 'HOMEDIR', HOMEDIR + rc.setRenderPath(RDIR + MYDIR) + if DEBUG : print "Render folder:", RDIR + MYDIR + IMAGETYPE = Blender.Scene.Render.PNG + if DEBUG : print 'IMAGETYPE : ',IMAGETYPE + rc.setImageType(IMAGETYPE) + NEWFRAME = FRAME + OLDEFRAME = rc.endFrame() + OLDSFRAME = rc.startFrame() + rc.startFrame(NEWFRAME) + rc.endFrame(NEWFRAME) + rc.renderAnim() + if result==1 : + Blender.Scene.Render.CloseRenderWindow() + FILENAME = "%04d" % NEWFRAME + FILENAME = FILENAME.replace (' ', '0') + FILENAME = RDIR + MYDIR + FILENAME + '.png' + RenameImage(RDIR, MYDIR, FILENAME, name) + + rc.endFrame(OLDEFRAME) + rc.startFrame(OLDSFRAME) + rc.setRenderPath(RDIR) def SHOOT (XYlimit, frame, obj, name, FRAME, result): - """ + """ # --------------------------- # Function SHOOT # @@ -334,86 +362,75 @@ def SHOOT (XYlimit, frame, obj, name, FRAME, result): # 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' - CAM, SC = GET_newobject('Camera','UVCAMERA') - CAM.link(Cam) - CAM.setName('UVCAMERA') - CAM.layers=[RENDERLAYER] - Cam.lens = 30 - Cam.name = 'UVCamera' - - Cam.setType('ortho') - Cam.setScale(1.0) - - CAM.setLocation(obj.getLocation()) - 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) - - context = SC.getRenderingContext() - Camold = SC.getCurrentCamera() - SC.setCurrentCamera(CAM) - - OLDy = context.imageSizeY() - OLDx = context.imageSizeX() - - TAILLEIMAGE='TEXTURE OUT RESOLUTION : %t |' - TAILLEIMAGE+='256 %x1 |' - TAILLEIMAGE+='512 %x2 |' - TAILLEIMAGE+='768 %x3 |' - TAILLEIMAGE+='1024 %x4 |' - TAILLEIMAGE+='2048 %x5 ' - #TAILLEIMAGE+='| 4096 %x6 ' - tres = Draw.PupMenu(TAILLEIMAGE) - - 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 - # elif (tres) == 6: res = 4096 - else: res = 512 - #... - - - SCENELAYERS=SC.layers - SC.layers = [20] - context.imageSizeY(res) - context.imageSizeX(res) - SAVE_image (context, name, FRAME, result) - context.imageSizeY(OLDy) - context.imageSizeX(OLDx) - SC.layers = SCENELAYERS - if Camold : SC.setCurrentCamera(Camold) - - Blender.Set ('curframe', frame) + """ + global BLOCK + #---------------------------------------------- + # Create the object CAM only if it does not + # exist already . Get the current scene in the + # same time . + #---------------------------------------------- + try: + CAM = Blender.Object.Get('UVCAMERA') + Cam = CAM.getData() + SC = Blender.Scene.getCurrent() + except: + Cam = Blender.Camera.New() + Cam.name = 'UVCamera' + CAM, SC = GET_newobject('Camera','UVCAMERA') + CAM.link(Cam) + CAM.setName('UVCAMERA') + CAM.layers=[RENDERLAYER] + Cam.lens = 30 + Cam.name = 'UVCamera' + Cam.setType('ortho') + Cam.setScale(1.0) + CAM.setLocation(obj.getLocation()) + CAM.LocX += XYlimit[2] * 0.500 + CAM.LocY += XYlimit[3] * 0.500 + CAM.LocZ += max (XYlimit[2], XYlimit[3]) + CAM.RotX=0.0 #setEuler ((0.0, 0.0, 0.0)) + CAM.RotY=0.0 + CAM.RotZ=0.0 + context = SC.getRenderingContext() + Camold = SC.getCurrentCamera() + SC.setCurrentCamera(CAM) + OLDy = context.imageSizeY() + OLDx = context.imageSizeX() + res=BLOCK['DisplayRes'][0].val + SCENELAYERS=SC.layers + SC.layers = [20] + + Blender.Window.EditMode(1) + Blender.Window.EditMode(0) + + context.imageSizeY(res) + context.imageSizeX(res) + SAVE_image (context, name, FRAME, result) + context.imageSizeY(OLDy) + context.imageSizeX(OLDx) + SC.layers = SCENELAYERS + if Camold : SC.setCurrentCamera(Camold) + + Blender.Set ('curframe', frame) #----------------------------------- # 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 + """ + 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 #----------------------------------- @@ -422,17 +439,17 @@ def PROV_Shadeless(MATList): # 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] +""" + for m in SHADEDict.keys(): + mat=Blender.Material.Get(m) + mat.mode=SHADEDict[m] #----------------------------------- # release : 0.2.6 , 2005/05/29 , end #----------------------------------- @@ -442,7 +459,7 @@ def REST_Shadeless(SHADEDict): # release : 0.3.2 , 2005/12/28 , 13h00 #----------------------------------- def Blender240update(MESH2,FRAME): - """ + """ # --------------------------- # Function Blender240update # @@ -454,192 +471,213 @@ def Blender240update(MESH2,FRAME): # # OUT : nothing # --------------------------- - """ - # --------------------------- - # recuperation des clef de morphing pour ce mesh - # --------------------------- - key = MESH2.getKey() - # --------------------------- - # recuperation de l'Ipo - # --------------------------- - ipo = key.ipo - # --------------------------- - # si l'ipo n'existe pas on la cree - # --------------------------- - if ipo == None: - noipo = Blender.Ipo.New("Key","keyipo") - key.ipo = noipo - # --------------------------- - # raccourci de l'expression - # --------------------------- - ipo = key.ipo - # --------------------------- - # identification de la clef de morphing - # --------------------------- - keyidentity = "Key 1" - # --------------------------- - # recuperation de la courbe correspondante - # c'est toujours la courbe 0 - # --------------------------- - ipocurve = ipo.getCurve(0) - # --------------------------- - # si la courbe n'existe pas (normalement, elle n'existe pas mais - # on gère le risque pour faciliter une eventuelle récupération de - # cette fonction dans un autre script ou pour les cas , certe peu - # probable, ou blender viendrait a etre modifie pour les ajouter - # automatiquement ) on la cree ... - # --------------------------- - if ipocurve == None: - ipocurve = ipo.addCurve(keyidentity) - # --------------------------- - # On applique l'attribut d'inetrpolation qui permet d'avoir - # une ligne droite - # --------------------------- - ipocurve.setInterpolation("Linear") - # --------------------------- - # On retire tous les sommets qui pourraient se trouver sur la - # courbe (dans l'état actuel, cette opération est une sécurité - # superflue ) . - # --------------------------- - while len(ipocurve.getPoints()) > 0: - ipocurve.delBezier(0) - ipocurve.recalc() - # --------------------------- - # On ajouter les sommets necessaires ... - # --------------------------- - ipocurve.append((-1,1)) - # --------------------------- - # ... ce dernire n'est peut-être pas absolument obligatoire . - # --------------------------- - ipocurve.append((FRAME+1,1)) +""" + # --------------------------- + # recuperation des clef de morphing pour ce mesh + # --------------------------- + key = MESH2.getKey() + # --------------------------- + # recuperation de l'Ipo + # --------------------------- + ipo = key.ipo + # --------------------------- + # si l'ipo n'existe pas on la cree + # --------------------------- + if ipo == None: + noipo = Blender.Ipo.New("Key","keyipo") + key.ipo = noipo + # --------------------------- + # raccourci de l'expression + # --------------------------- + ipo = key.ipo + # --------------------------- + # identification de la clef de morphing + # --------------------------- + keyidentity = "Key 1" + # --------------------------- + # recuperation de la courbe correspondante + # c'est toujours la courbe 0 + # --------------------------- + ipocurve = ipo.getCurve(0) + # --------------------------- + # si la courbe n'existe pas (normalement, elle n'existe pas mais + # on gère le risque pour faciliter une eventuelle récupération de + # cette fonction dans un autre script ou pour les cas , certe peu + # probable, ou blender viendrait a etre modifie pour les ajouter + # automatiquement ) on la cree ... + # --------------------------- + if ipocurve == None: + ipocurve = ipo.addCurve(keyidentity) + # --------------------------- + # On applique l'attribut d'inetrpolation qui permet d'avoir + # une ligne droite + # --------------------------- + ipocurve.setInterpolation("Linear") + # --------------------------- + # On retire tous les sommets qui pourraient se trouver sur la + # courbe (dans l'état actuel, cette opération est une sécurité + # superflue ) . + # --------------------------- + while len(ipocurve.getPoints()) > 0: + ipocurve.delBezier(0) + ipocurve.recalc() + # --------------------------- + # On ajouter les sommets necessaires ... + # --------------------------- + ipocurve.addBezier((-1,1)) + # --------------------------- + # ... ce dernire n'est peut-être pas absolument obligatoire . + # --------------------------- + ipocurve.addBezier((FRAME+1,1)) #----------------------------------- # release : 0.3.2 , 2005/12/28 , end #----------------------------------- def Mesh2UVCoord (LIMIT): - """ + """ # --------------------------- # Function Mesh2UVCoord # # IN : LIMIT integer, create or not a new framing for uvcoords # OUT: nothing # --------------------------- - """ - global PUTRAW, FRAME, SCENELAYERS - - try: - MESH3D = Object.GetSelected()[0] - if MESH3D.getType() == 'Mesh': - MESH = MESH3D.getData() - - try: - NewOBJECT=Blender.Object.Get('UVOBJECT') - CurSCENE=Blender.Scene.getCurrent() - except: - NewOBJECT, CurSCENE = GET_newobject('Mesh','UVOBJECT') - MESH2 = NewOBJECT.getData() - MESH2.edges=[] - NewOBJECT.layers=[RENDERLAYER] - - MESH2.faces=[] - for f in MESH.faces: - f1 = Blender.NMesh.Face() - - for v in f.v: - v1 = Blender.NMesh.Vert (v.co[0], v.co[1], v.co[2]) - MESH2.verts.append(v1) - f1.v.append(MESH2.verts[len(MESH2.verts) - 1]) - - MESH2.faces.append(f1) - f1.uv = f.uv[:] - f1.col = f.col[:] - f1.smooth = f.smooth - f1.mode = f.mode - f1.flag = f.flag - f1.mat = f.mat - #----------------------------------- - # release : 0.2.8 , 2005/07/19 , end - #----------------------------------- - try: - f1.image=f.image - except : - pass - - MESH2.materials = MESH.materials[:] - - 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]: - v.co[n] = f.uv[f.v.index(v)][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 (FRAME, 'absolute') - MESH2.update() - - #----------------------------------- - # release : 0.3.2 , 2005/12/28 , 13h00 - #----------------------------------- - Blender240update(MESH2,FRAME) - #----------------------------------- - # release : 0.3.2 , 2005/12/28 , end - #----------------------------------- - - imagename = 'uvtext' - - name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help" - result = Draw.PupMenu(name) - - if result == 1: - imagename = Draw.PupStrInput ('Image Name:', imagename, 32) - - if result != 3: - #----------------------------------- - # 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,result) - else : - SHOOT([0.0,0.0,1.0,1.0], FRAME, NewOBJECT, imagename, FRAME, result) - #----------------------------------- - # 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 - - else: - name = "Error%t|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) - print 'problem : no object selected or not mesh' + """ + global PUTRAW, FRAME, SCENELAYERS, BLOCK, block + if Object.GetSelected() and Object.GetSelected()[0].getType()=='Mesh': + + retval = Blender.Draw.PupBlock("PupBlock test", block) + + if retval==1 : + LIMIT = BLOCK['limit'][0].val + imagename = BLOCK['ImageName'][0].val + result = BLOCK['NoReplaceImag'][0].val + + MESH3D = Object.GetSelected()[0] + [O.select(0) for O in Object.GetSelected()] + MESH = MESH3D.getData() + if MESH.hasFaceUV(): + try: + NewOBJECT=Blender.Object.Get('UVOBJECT') + CurSCENE=Blender.Scene.getCurrent() + except: + NewOBJECT, CurSCENE = GET_newobject('Mesh','UVOBJECT') + + MESH2 = NewOBJECT.getData() + MESH2.edges=[] + NewOBJECT.layers=[RENDERLAYER] + + MESH2.faces=[] + for f in MESH.faces: + f1 = Blender.NMesh.Face() + + for v in f.v: + v1 = Blender.NMesh.Vert (v.co[0], v.co[1], v.co[2]) + MESH2.verts.append(v1) + f1.v.append(MESH2.verts[len(MESH2.verts) - 1]) + + MESH2.faces.append(f1) + f1.uv = f.uv[:] + f1.col = f.col[:] + f1.smooth = f.smooth + f1.mode = f.mode + f1.flag = f.flag + f1.mat = f.mat + #----------------------------------- + # release : 0.2.8 , 2005/07/19 , end + #----------------------------------- + try: + f1.image=f.image + except : + pass + + MESH2.materials = MESH.materials[:] + + NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0) + #NewOBJECT.setEuler ((0.0, 0.0, 0.0)) + + NewOBJECT.RotX=0.0 #setEuler ((0.0, 0.0, 0.0)) + NewOBJECT.RotY=0.0 + NewOBJECT.RotZ=0.0 + + MESH2.removeAllKeys() + + MESH2.update() + MESH2.insertKey (1, 'absolute') + MESH2.update() + + NewOBJECT.select(1) + NewOBJECT.makeDisplayList() + + for f in MESH2.faces: + for v in f.v: + 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+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 (FRAME, 'absolute') + MESH2.update() + + + #----------------------------------- + # release : 0.3.2 , 2005/12/28 , 13h00 + #----------------------------------- + Blender240update(MESH2,FRAME) + #----------------------------------- + # release : 0.3.2 , 2005/12/28 , end + #----------------------------------- + + + + #imagename = 'uvtext' + #name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help" + #result = Draw.PupMenu(name) + + #if result == 1: + # imagename = Draw.PupStrInput ('Image Name:', imagename, 32) + + if result != 3: + #----------------------------------- + # 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,result) + else : + SHOOT([0.0,0.0,1.0,1.0], FRAME, NewOBJECT, imagename, FRAME, result) + #----------------------------------- + # 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 + + else: + name = "Error%t|Active object is not a mesh or has no UV coordinates" + result = Draw.PupMenu(name) + print 'problem : Active object is not a mesh or has no UV coordinates' + else: + name = "Error%t| nothing do . Push << OK >> button ." + result = Draw.PupMenu(name) + #except: + else : + name = "Error%t|No Active object or it is not a mesh " + result = Draw.PupMenu(name) + print 'problem : no object selected or not mesh' Mesh2UVCoord(LIMIT)
\ No newline at end of file diff --git a/release/scripts/uvpaint.py b/release/scripts/uvpaint.py index 5ecacf26d57..ac8c8062ceb 100644 --- a/release/scripts/uvpaint.py +++ b/release/scripts/uvpaint.py @@ -261,13 +261,17 @@ def transface(f,x,y,u=0.0, v=0.0): if len(f.v)>=3: a[0]=int((f.uv[0][0]-LIM[1])*x+u) a[1]=int((f.uv[0][1]-LIM[3])*y+v) - + if a[0]>xlimit: xlimit=a[0] + + if f.col : + a[2]=f.col[0].r/255.0 + a[3]=f.col[0].g/255.0 + a[4]=f.col[0].b/255.0 - a[2]=f.col[0].r/255.0 - a[3]=f.col[0].g/255.0 - a[4]=f.col[0].b/255.0 + else : + a[2],a[3],a[4]=1.0,1.0,1.0 c[0]=int((f.uv[2][0]-LIM[1])*x+u) c[1]=int((f.uv[2][1]-LIM[3])*y+v) @@ -275,10 +279,12 @@ def transface(f,x,y,u=0.0, v=0.0): if c[0]>xlimit: xlimit=c[0] - c[2]=f.col[2].r/255.0 - c[3]=f.col[2].g/255.0 - c[4]=f.col[2].b/255.0 - + if f.col : + c[2]=f.col[2].r/255.0 + c[3]=f.col[2].g/255.0 + c[4]=f.col[2].b/255.0 + else : + c[2],c[3],c[4]=1.0,1.0,1.0 b[0]=int((f.uv[1][0]-LIM[1])*x+u) b[1]=int((f.uv[1][1]-LIM[3])*y+v) @@ -286,10 +292,12 @@ def transface(f,x,y,u=0.0, v=0.0): if b[0]>xlimit: xlimit=b[0] - b[2]=f.col[1].r/255.0 - b[3]=f.col[1].g/255.0 - b[4]=f.col[1].b/255.0 - + if f.col : + b[2]=f.col[1].r/255.0 + b[3]=f.col[1].g/255.0 + b[4]=f.col[1].b/255.0 + else : + b[2],b[3],b[4]=1.0,1.0,1.0 if len(f.v)==4: d[0]=int((f.uv[3][0]-LIM[1])*x+u) @@ -297,14 +305,15 @@ def transface(f,x,y,u=0.0, v=0.0): if d[0]>xlimit: xlimit=d[0] - - d[2]=f.col[3].r/255.0 - d[3]=f.col[3].g/255.0 - d[4]=f.col[3].b/255.0 + if f.col : + d[2]=f.col[3].r/255.0 + d[3]=f.col[3].g/255.0 + d[4]=f.col[3].b/255.0 + else : + d[2],d[3],d[4]=1.0,1.0,1.0 else: d=0 - #print a,b,c return a,b,c,d @@ -322,8 +331,8 @@ def affiche_mesh(ME,x,y): global LINE,xlimit,MMENU,XLIMIT,xwin,xlimit,LC global LIM, EMPTY,TRANSP if not NOLIM : LIM=[-1.0,1.0,-1.0,1.0] - - if ME.getType()=='Mesh': + + if ME.getType()=='Mesh' and ME.getData().hasFaceUV(): me=ME.getData() if MMENU.val==1: se=me.faces @@ -353,7 +362,7 @@ def affiche_mesh(ME,x,y): Ttriangle(a,c,d) elif len(f.v)==3: Ttriangle(a,b,c) - + if LINE.val==1 or EMPTY: for f in se: a,b,c,d=transface(f,x,y) @@ -366,6 +375,7 @@ def affiche_mesh(ME,x,y): else: Lcarre([1,1],[1,y-2],[xwin-2,y-2],[xwin-2,1]) + def write_tgafile(loc2,bitmap,width,height,profondeur): f=open(loc2,'wb') @@ -677,4 +687,4 @@ def bevent(evt): Blender.Redraw() -Register(draw, event, bevent) +Register(draw, event, bevent)
\ No newline at end of file |