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#!BPY
"""
Name: 'Auto Image Layout'
Blender: 241
Group: 'UV'
Tooltip: 'Pack all texture images into 1 image and remap faces.'
"""
__author__ = "Campbell Barton"
__url__ = ("blender", "blenderartists.org")
__version__ = "1.0 2005/05/20"
__bpydoc__ = """\
This script makes a new image from the used areas of all the images mapped to the selected mesh objects.
Image are packed into 1 new image that is assigned to the original faces.
This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout in an image editor.
"""
# --------------------------------------------------------------------------
# Auto Texture Layout v1.0 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
# f
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
# Function to find all the images we use
import Blender as B
import boxpack2d
from Blender.Mathutils import Vector, RotationMatrix
from Blender.Scene import Render
import BPyMathutils
BIGNUM= 1<<30
def pointBounds(points):
'''
Takes a list of points and returns the
area, center, bounds
'''
ymax= xmax= -BIGNUM
ymin= xmin= BIGNUM
for p in points:
x= p.x
y= p.y
if x>xmax: xmax=x
if y>ymax: ymax=y
if x<xmin: xmin=x
if y<ymin: ymin=y
# area and center
return\
(xmax-xmin) * (ymax-ymin),\
Vector((xmin+xmax)/2, (ymin+ymax)/2),\
(xmin, ymin, xmax, ymax)
def bestBoundsRotation(current_points):
'''
Takes a list of points and returns the best rotation for those points
so they fit into the samllest bounding box
'''
current_area, cent, bounds= pointBounds(current_points)
total_rot_angle= 0.0
rot_angle= 45
while rot_angle > 0.1:
mat_pos= RotationMatrix( rot_angle, 2)
mat_neg= RotationMatrix( -rot_angle, 2)
new_points_pos= [v*mat_pos for v in current_points]
area_pos, cent_pos, bounds_pos= pointBounds(new_points_pos)
# 45d rotations only need to be tested in 1 direction.
if rot_angle == 45:
area_neg= area_pos
else:
new_points_neg= [v*mat_neg for v in current_points]
area_neg, cent_neg, bounds_neg= pointBounds(new_points_neg)
# Works!
#print 'Testing angle', rot_angle, current_area, area_pos, area_neg
best_area= min(area_pos, area_neg, current_area)
if area_pos == best_area:
current_area= area_pos
cent= cent_pos
bounds= bounds_pos
current_points= new_points_pos
total_rot_angle+= rot_angle
elif rot_angle != 45 and area_neg == best_area:
current_area= area_neg
cent= cent_neg
bounds= bounds_neg
current_points= new_points_neg
total_rot_angle-= rot_angle
rot_angle *= 0.5
# Return the optimal rotation.
return total_rot_angle
class faceGroup(object):
'''
A Group of faces that all use the same image, each group has its UVs packed into a square.
'''
__slots__= 'xmax', 'ymax', 'xmin', 'ymin',\
'image', 'faces', 'box_pack', 'size', 'ang', 'rot_mat', 'cent'\
def __init__(self, mesh_list, image, size, PREF_IMAGE_MARGIN):
self.image= image
self.size= size
self.faces= [f for me in mesh_list for f in me.faces if f.image == image]
# Find the best rotation.
all_points= [uv for f in self.faces for uv in f.uv]
bountry_indicies= BPyMathutils.convexHull(all_points)
bountry_points= [all_points[i] for i in bountry_indicies]
# Pre Rotation bounds
self.cent= pointBounds(bountry_points)[1]
# Get the optimal rotation angle
self.ang= bestBoundsRotation(bountry_points)
self.rot_mat= RotationMatrix(self.ang, 2), RotationMatrix(-self.ang, 2)
# Post rotation bounds
bounds= pointBounds([\
((uv-self.cent) * self.rot_mat[0]) + self.cent\
for uv in bountry_points])[2]
# Break the bounds into useable values.
xmin, ymin, xmax, ymax= bounds
# Store the bounds, include the margin.
# The bounds rect will need to be rotated to the rotation angle.
self.xmax= xmax + (PREF_IMAGE_MARGIN/size[0])
self.xmin= xmin - (PREF_IMAGE_MARGIN/size[0])
self.ymax= ymax + (PREF_IMAGE_MARGIN/size[1])
self.ymin= ymin - (PREF_IMAGE_MARGIN/size[1])
self.box_pack=[\
image.name,\
size[0]*(self.xmax - self.xmin),\
size[1]*(self.ymax - self.ymin)]
'''
# default.
self.scale= 1.0
def set_worldspace_scale(self):
scale_uv= 0.0
scale_3d= 0.0
for f in self.faces:
for i in xrange(len(f.v)):
scale_uv+= (f.uv[i]-f.uv[i-1]).length * 0.1
scale_3d+= (f.v[i].co-f.v[i-1].co).length * 0.1
self.scale= scale_3d/scale_uv
'''
def move2packed(self, width, height):
'''
Moves the UV coords to their packed location
using self.box_pack as the offset, scaler.
box_pack must be set to its packed location.
width and weight are the w/h of the overall packed area's bounds.
'''
# packedLs is a list of [(anyUniqueID, left, bottom, width, height)...]
# Width and height in float pixel space.
# X Is flipped :/
#offset_x= (1-(self.box_pack[1]/d)) - (((self.xmax-self.xmin) * self.image.size[0])/d)
offset_x= self.box_pack[1]/width
offset_y= self.box_pack[2]/height
for f in self.faces:
for uv in f.uv:
uv_rot= ((uv-self.cent) * self.rot_mat[0]) + self.cent
uv.x= offset_x+ (((uv_rot.x-self.xmin) * self.size[0])/width)
uv.y= offset_y+ (((uv_rot.y-self.ymin) * self.size[1])/height)
def auto_layout_tex(mesh_list, scn, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_KEEP_ASPECT, PREF_IMAGE_MARGIN): #, PREF_SIZE_FROM_UV=True):
'''Main packing function'''
face_groups= {}
for me in mesh_list:
for f in me.faces:
image= f.image
if image:
try:
face_groups[image.name] # will fail if teh groups not added.
except:
try:
size= image.size
except:
B.Draw.PupMenu('Aborting: Image cold not be loaded|' + image.name)
return
face_groups[image.name]= faceGroup(mesh_list, image, size, PREF_IMAGE_MARGIN)
if not face_groups:
B.Draw.PupMenu('No Images found in mesh. aborting.')
return
if len(face_groups)<2:
B.Draw.PupMenu('Only 1 image found|Select a mesh using 2 or more images.')
return
'''
if PREF_SIZE_FROM_UV:
for fg in face_groups.itervalues():
fg.set_worldspace_scale()
'''
# RENDER THE FACES.
render_scn= B.Scene.New()
render_scn.makeCurrent()
render_context= render_scn.getRenderingContext()
render_context.setRenderPath('') # so we can ignore any existing path and save to the abs path.
PREF_IMAGE_PATH_EXPAND= B.sys.expandpath(PREF_IMAGE_PATH) + '.png'
# TEST THE FILE WRITING.
try:
# Can we write to this file???
f= open(PREF_IMAGE_PATH_EXPAND, 'w')
f.close()
except:
B.Draw.PupMenu('Error: Could not write to path|' + PREF_IMAGE_PATH_EXPAND)
return
render_context.imageSizeX(PREF_IMAGE_SIZE)
render_context.imageSizeY(PREF_IMAGE_SIZE)
render_context.enableOversampling(True)
render_context.setOversamplingLevel(16)
render_context.setRenderWinSize(100)
render_context.setImageType(Render.PNG)
render_context.enableExtensions(True)
render_context.enableSky() # No alpha needed.
render_context.enableRGBColor()
#Render.EnableDispView() # Broken??
# New Mesh and Object
render_mat= B.Material.New()
render_mat.mode |= B.Material.Modes.SHADELESS
render_mat.mode |= B.Material.Modes.TEXFACE
render_me= B.Mesh.New()
render_me.verts.extend([Vector(0,0,0)]) # Stupid, dummy vert, preverts errors. when assigning UV's/
render_ob= B.Object.New('Mesh')
render_ob.link(render_me)
render_scn.link(render_ob)
render_me.materials= [render_mat]
# New camera and object
render_cam_data= B.Camera.New('ortho')
render_cam_ob= B.Object.New('Camera')
render_cam_ob.link(render_cam_data)
render_scn.link(render_cam_ob)
render_scn.setCurrentCamera(render_cam_ob)
render_cam_data.type= 1 # ortho
render_cam_data.scale= 1.0
# Position the camera
render_cam_ob.LocZ= 1.0
render_cam_ob.LocX= 0.5
render_cam_ob.LocY= 0.5
# List to send to to boxpack function.
boxes2Pack= [ fg.box_pack for fg in face_groups.itervalues()]
packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack)
if PREF_KEEP_ASPECT:
packWidth= packHeight= max(packWidth, packHeight)
# packedLs is a list of [(anyUniqueID, left, bottom, width, height)...]
# Re assign the face groups boxes to the face_group.
for box in packedLs:
face_groups[ box[0] ].box_pack= box # box[0] is the ID (image name)
# Add geometry to the mesh
for fg in face_groups.itervalues():
# Add verts clockwise from the bottom left.
_x= fg.box_pack[1] / packWidth
_y= fg.box_pack[2] / packHeight
_w= fg.box_pack[3] / packWidth
_h= fg.box_pack[4] / packHeight
render_me.verts.extend([\
Vector(_x, _y, 0),\
Vector(_x, _y +_h, 0),\
Vector(_x + _w, _y +_h, 0),\
Vector(_x + _w, _y, 0),\
])
render_me.faces.extend([\
render_me.verts[-1],\
render_me.verts[-2],\
render_me.verts[-3],\
render_me.verts[-4],\
])
target_face= render_me.faces[-1]
target_face.image= fg.image
target_face.mode |= B.Mesh.FaceModes.TEX
# Set the UV's, we need to flip them HOZ?
target_face.uv[0].x= target_face.uv[1].x= fg.xmax
target_face.uv[2].x= target_face.uv[3].x= fg.xmin
target_face.uv[0].y= target_face.uv[3].y= fg.ymin
target_face.uv[1].y= target_face.uv[2].y= fg.ymax
for uv in target_face.uv:
uv_rot= ((uv-fg.cent) * fg.rot_mat[1]) + fg.cent
uv.x= uv_rot.x
uv.y= uv_rot.y
# VCOLS
# Set them white.
for c in target_face.col:
c.r= c.g= c.b= 255
render_context.render()
Render.CloseRenderWindow()
render_context.saveRenderedImage(PREF_IMAGE_PATH_EXPAND)
#if not B.sys.exists(PREF_IMAGE_PATH_EXPAND):
# raise 'Error!!!'
# NOW APPLY THE SAVED IMAGE TO THE FACES!
#print PREF_IMAGE_PATH_EXPAND
try:
target_image= B.Image.Load(PREF_IMAGE_PATH_EXPAND)
except:
B.Draw.PupMenu('Error: Could not render or load the image at path|' + PREF_IMAGE_PATH_EXPAND)
return
# Set to the 1 image.
for me in mesh_list:
for f in me.faces:
if f.image:
f.image= target_image
for fg in face_groups.itervalues():
fg.move2packed(packWidth, packHeight)
scn.makeCurrent()
B.Scene.Unlink(render_scn)
render_me.verts= None # free a tiny amount of memory.
def main():
scn= B.Scene.GetCurrent()
ob= scn.getActiveObject()
if not ob or ob.getType() != 'Mesh':
B.Draw.PupMenu('Error, no active mesh object, aborting.')
return
# Create the variables.
# Filename without path or extension.
newpath= B.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
PREF_IMAGE_PATH = B.Draw.Create('//%s_grp' % newpath)
PREF_IMAGE_SIZE = B.Draw.Create(1024)
PREF_IMAGE_MARGIN = B.Draw.Create(6)
PREF_KEEP_ASPECT = B.Draw.Create(0)
PREF_ALL_SEL_OBS = B.Draw.Create(0)
pup_block = [\
'Image Path: (no ext)',\
('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
'Image Options',
('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
('Pixel Margin:', PREF_IMAGE_MARGIN, 0, 64, 'Image Width and Height.'),\
('Keep Image Aspect', PREF_KEEP_ASPECT, 'If disabled, will stretch the images to the bounds of the texture'),\
'Texture Source',\
('All Sel Objects', PREF_ALL_SEL_OBS, 'Combine and replace textures from all objects into 1 texture.'),\
]
if not B.Draw.PupBlock('Auto Texture Layout', pup_block):
return
PREF_IMAGE_PATH= PREF_IMAGE_PATH.val
PREF_IMAGE_SIZE= PREF_IMAGE_SIZE.val
PREF_IMAGE_MARGIN= PREF_IMAGE_MARGIN.val
PREF_KEEP_ASPECT= PREF_KEEP_ASPECT.val
PREF_ALL_SEL_OBS= PREF_ALL_SEL_OBS.val
if PREF_ALL_SEL_OBS:
mesh_list= [ob.getData(mesh=1) for ob in B.Object.GetSelected() if ob.getType()=='Mesh']
# Make sure we have no doubles- dict by name, then get the values back.
mesh_list= dict([(me.name, me) for me in mesh_list])
mesh_list= mesh_list.values()
else:
mesh_list= [ob.getData(mesh=1)]
auto_layout_tex(mesh_list, scn, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_KEEP_ASPECT, PREF_IMAGE_MARGIN)
B.Window.RedrawAll()
if __name__=='__main__':
main()
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