#!BPY """ Registration info for Blender menus: <- these words are ignored Name: 'UVpainter' Blender: 232 Group: 'UV' Tip: 'Use vertex paint color value to fill uvmapping' """ __author__ = "Jean-Michel Soler (jms)" __url__ = ("blender", "elysiun", "Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_uvpainting.htm", "Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender") __version__ = "0.5 05/2004" __bpydoc__ = """\ This script "paints" uv-mappings with the model's vertex colors. Usage: With this script you can export uv-maps filled with vertex colors to TARGA (.tga) images. To use it the mesh must have proper uv coordinates assigned in UV Face Select Mode. And to fill the projected faces with color, the mesh can also have material(s) and vertex colors painted on it. The script has a GUI with a preview of the results and options like drawing lines or not, defining size, etc. You can paint vertex colors in the mesh and see the uv-map updated in the script's window. Notes:
Material's rgb color is also used to fill the uv-map;
If there are no vertex colors or texture faces in the mesh and you press the "Make" VColors button in the edit mesh buttons win, the current light setup is saved as vertex colors for the model;
Check the script's homepage for example images. """ # $Id$ # #---------------------------------------------- # uvpainter script (c) 04/2004 jean-michel soler # http://jmsoler.free.fr/util/blenderfile/py/UVpaint05.zip # this script is released under GPL licence # for the Blender 2.33 scripts distribution #---------------------------------------------- # Official page : # http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_uvpainting.htm # Communicate problems and errors on: # http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender #---------------------------------------------- # Page officielle : # http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_uvpainting.htm # Communiquer les problemes et erreurs sur: # http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender #--------------------------------------------- # ce script est proposé sous licence GPL pour etre associe # a la distribution de Blender 2.33 et suivant # -------------------------------------------------------------------------- # this script is released under GPL licence # for the Blender 2.33 scripts package # -------------------------------------------------------------------------- # ***** BEGIN GPL LICENSE BLOCK ***** # # Script copyright (C) 2003, 2004: Jean-Michel Soler # # 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- import Blender from Blender.Draw import * from Blender.BGL import * from Blender.NMesh import * try: import nt os=nt except: import posix os=posix def exist(path): try: pth=os.stat(Blender.sys.dirname(path)) except: return 0 return 1 loc0= Blender.sys.dirname(Blender.Get ("filename")) loc2=loc0+Blender.sys.dirsep+'test00.tga' glCr=glRasterPos2d glCl3=glColor3f glCl4=glColor4f glRct=glRectf xlimit=0 selmatlist=[] def triangle(a,b,c): glBegin(GL_TRIANGLES); glColor3f(a[2],a[3],a[4]) glVertex2f(a[0],a[1]); glColor3f(b[2],b[3],b[4]) glVertex2f(b[0],b[1]); glColor3f(c[2],c[3],c[4]) glVertex2f(c[0],c[1]); glEnd(); def Ltriangle(a,b,c): glBegin(GL_LINES); glColor3f(1.0,1.0,1.0) glVertex2f(a[0],a[1]); glVertex2f(b[0],b[1]); glVertex2f(c[0],c[1]); glEnd(); def carre(a,b,c,d): triangle(a,b,c) triangle(a,c,d) def Lcarre(a,b,c,d): glBegin(GL_LINES); glColor3f(1.0,1.0,1.0) glVertex2f(a[0],a[1]); glVertex2f(b[0],b[1]); glVertex2f(c[0],c[1]); glVertex2f(d[0],d[1]); glEnd(); def transface(f,x,y): global xlimit a=[0,0,0.0, 0.0,0.0,0.0] b=[0,0,0.0, 0.0,0.0,0.0] c=[0,0,0.0, 0.0,0.0,0.0] d=[0,0,0.0, 0.0,0.0,0.0] if len(f.v)>=3: a[0]=int(f.uv[0][0]*x) a[1]=int(f.uv[0][1]*y) if a[0]>xlimit: xlimit=a[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 c[0]=int(f.uv[2][0]*x) c[1]=int(f.uv[2][1]*y) 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 b[0]=int(f.uv[1][0]*x) b[1]=int(f.uv[1][1]*y) 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 len(f.v)==4: d[0]=int(f.uv[3][0]*x) d[1]=int(f.uv[3][1]*y) 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 else: d=0 #print a,b,c return a,b,c,d def extract_faces(me,MENU): global TMATList, selmatlist if MENU==2: listf=[] for f in me.faces: if f.mat in selmatlist: listf.append(f) return listf def affiche_mesh(ME,x,y): global LINE,xlimit,MMENU,XLIMIT,xwin,xlimit if ME.getType()=='Mesh': me=GetRaw(ME.getData().name) if MMENU.val==1: se=me.faces elif MMENU.val==3: se=me.getSelectedFaces() elif MMENU.val==2: se=extract_faces(me,2) xlimit=0 for f in se: a,b,c,d=transface(f,x,y) if len(f.v)==4: triangle(a,b,c) triangle(a,c,d) elif len(f.v)==3: triangle(a,b,c) if LINE.val==1: for f in se: a,b,c,d=transface(f,x,y) if len(f.v)==4: Lcarre(a,b,c,d) elif len(f.v)==3: Ltriangle(a,b,c) if XLIMIT.val==0: Lcarre([1,1],[1,y-2],[xlimit+2,y-2],[xlimit+2,1]) 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') Origine_en_haut_a_gauche=32 Origine_en_bas_a_gauche=0 Data_Type_2=2 RVB=profondeur*8 RVBA=32 entete0=[] for t in range(18): entete0.append(chr(0)) entete0[2]=chr(Data_Type_2) entete0[13]=chr(width/256) entete0[12]=chr(width % 256) entete0[15]=chr(height/256) entete0[14]=chr(height % 256) entete0[16]=chr(RVB) entete0[17]=chr(Origine_en_bas_a_gauche) #Origine_en_haut_a_gauche for t in entete0: f.write(t) for t in bitmap: for c in [2,1,0,3]: #print t[c]%256 f.write(chr(t[c]*2)) f.close() def save(x0,y0,dx,dy): im = Buffer(GL_BYTE,[dx*(dy+1),4]) glReadPixels(x0,y0,dx,dy,GL_RGBA, GL_BYTE,im); print len(im), dx*dy, dx, dy, len(im)/dy write_tgafile(loc2,im,dx,dy+1,4) def DOCMat_list(TMATList,ME): me=Blender.NMesh.GetRaw(ME.getData().name) if len(me.materials)!=0: n=0 for mat in me.materials: TMATList[1][n][0]=mat.R TMATList[1][n][1]=mat.G TMATList[1][n][2]=mat.B n+=1 TMATList[0]=n else: TMATList[0]=0 return TMATList def SELMat_list(): global TMATList,selmatlist Me=Blender.Object.GetSelected() if Me!=[]: if Me[0].getType()=='Mesh': TMATList=DOCMat_list(TMATList,Me[0]) selmatlist=[] for TMat in TMATList[2]: if TMat.val==1.0: selmatlist.append(TMATList[2].index(TMat)) ERROR=0 else: ERROR=1 TextERROR='Selected Object is not a mesh.' else: ERROR=1 TextERROR='No Selected Object.' def DOCBONEMENU(TBONEMENU): pass # ---------- # uvpaint1 # ---------- NSIZE=Create(1.0) # ---------- # uvpaint2 # ---------- LINE=Create(0) # ---------- # uvpaint3 # ---------- TEXT=Create(loc2) # ---------- # uvpaint4 # ---------- TMENU="MODE MENU %t|All %x1|Material %x2|Selected %x3" # coming soon : "|Bone %x4", perhaps in uvpainter v0.5 MMENU=Create(3) TDOCMat = Create(0) # ---------- TMATList= [0,[],[]] for t in range(16): TMATList[1].append([0.0,0.0,0.0]) TMATList[2].append(Create(0)) # ---------- TDOCMat = Create(1) # ---------- TBONEMENU= Create(1) # ---------- XLIMIT=Create(0) y=0 x=0 x0=0 y0=0 xwin=0 n0=32 def draw(): global NSIZE,LINE,x0,y0,y,x,TEXT,MMENU,TDOCMat global XLIMIT,selmatlist,xwin size=Buffer(GL_FLOAT, 4) glGetFloatv(GL_SCISSOR_BOX, size) size= size.list for s in [0,1,2,3]: size[s]=int(size[s]) n0=32 x0=size[0] y0=size[1] x=size[2] y=size[3] xwin=x ywin=y glClear(GL_COLOR_BUFFER_BIT) glShadeModel(GL_SMOOTH) SelecMESH=Blender.Object.GetSelected() if SelecMESH!=[]: if SelecMESH[0].getType()=='Mesh': affiche_mesh(SelecMESH[0],int(y*NSIZE.val),int(y*NSIZE.val-n0-2)) glColor3f(0.0,0.0,0.0) glRectf(4,size[3],555,size[3]-32 ) glColor3f(1.0,1.0,1.0) glRasterPos2f(8, size[3]-13) Text("uvpainter v0.5") glRasterPos2f(8, size[3]-28) Text("Jm Soler, 05/2004") Button("ReDraw" ,16 ,290-118+61 ,size[3]-30 ,60 ,13) Button("Exit" ,1 ,250-122+63 ,size[3]-30 ,38 ,13) Button("Save" ,6 ,250-16+61 ,size[3]-30 ,40 ,13) NSIZE= Slider("Sc:",4 ,290-118+61 ,size[3]-15 , 102, 13, NSIZE.val, 0.1,1.5,0,"SIZE.") LINE=Toggle("line", 5 ,250-122+63 ,size[3]-15 , 38, 13, LINE.val, "Draw lines") glRasterPos2f(250-130 ,size[3]-13,) Text("Mode") MMENU= Menu(TMENU ,2 ,250-130, size[3]-30, 63, 13, MMENU.val, "MODE menu.") if MMENU.val==1 or MMENU.val==3: glRasterPos2f( 250-16+61+42+80,size[3]-13) if XLIMIT.val: xl=xwin else: xl=xlimit Text("x :"+"%d"%(xl+2)) glRasterPos2f(250-16+61+42+65*2,size[3]-13) Text("y :"+"%d"%(y-n0+1)) TEXT=String("to:", 7 , 278+61 ,size[3]-28 , 213, 13, TEXT.val, 256, "Draw lines") if XLIMIT.val==1: limit='winlimit' else: limit='maxXlimit' XLIMIT=Toggle(limit, 9 , 250-16+61+42 ,size[3]-15 , 60, 13, XLIMIT.val, "to save picture from x max uv limit, or x window max limit") if MMENU.val==2: TDOCMat=Toggle("doc" ,24,250-130+35 ,size[3]-13 , 28, 13, TDOCMat.val) if TDOCMat.val==1: SELMat_list() for t in range(TMATList[0]): glCl3(TMATList[1][t][0], TMATList[1][t][1], TMATList[1][t][2]) glRct((293-16+61)+t*20, size[3]-13, (293-16+61)+t*20+20, size[3]-30,) TMATList[2][t]=Toggle("%s"%t , 32+t ,(293-16+61)+t*20 ,size[3]-13 ,20 , 13,TMATList[2][t].val) def event(evt, val): if (evt== QKEY and not val): Exit() def bevent(evt): global LINE,NSIZE,n0,x0,y0,y,TEXT, loc2 global TMATList, selmatlist, TDOCMat,XLIMIT global xlimit if (evt== 1): Exit() elif (evt== 16): pass elif (evt== 4): ng=NSIZE.val elif (evt== 6): if XLIMIT.val==1: xi=xwin else: xi=xlimit save(x0,y0,xi+2,int(y*NSIZE.val-n0)) elif (evt== 7): if exist(TEXT.val): loc2=TEXT.val else: TEXT.val=loc2 elif (evt== 24) or (evt in [32,33,34,35,36,37,38,39,40,41,42,43,44]): SELMat_list() Blender.Redraw() Register(draw, event, bevent)