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#!BPY
"""
Name: 'Save UV Face Layout...'
Blender: 242
Group: 'UV'
Tooltip: 'Export the UV face layout of the selected object to a .TGA or .SVG file'
"""
__author__ = "Martin 'theeth' Poirier"
__url__ = ("http://www.blender.org", "http://blenderartists.org/")
__version__ = "2.5"
__bpydoc__ = """\
This script exports the UV face layout of the selected mesh object to
a TGA image file or a SVG vector file. Then you can, for example, paint details
in this image using an external 2d paint program of your choice and bring it back
to be used as a texture for the mesh.
Usage:
Open this script from UV/Image Editor's "UVs" menu, make sure there is a mesh
selected, define size and wire size parameters and push "Export" button.
There are more options to configure, like setting export path, if image should
use object's name and more.
Notes:<br>See change logs in scripts for a list of contributors.
"""
# $Id: uv_export.py 12129 2007-09-24 09:40:09Z campbellbarton $
#
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2003: Martin Poirier, theeth@yahoo.com
#
# 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 *****
# --------------------------------------------------------------------------
# thanks to jms for the tga functions:
# Writetga and buffer functions
# (c) 2002-2004 J-M Soler released under GPL licence
# Official Page :
# http://jmsoler.free.fr/didacticiel/blender/tutor/write_tga_pic.htm
# Communicate problems and errors on:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
# --------------------------
# Version 1.1
# Clear a bug that crashed the script when UV coords overlapped in the same faces
# --------------------------
# Version 1.2
# Now with option to use the object's name as filename
# --------------------------
# Version 1.3 Updates by Zaz from Elysiun.com
# Default path is now the directory of the last saved .blend
# New options: Work on selected face only & Scale image when face wraps
# --------------------------
# Version 1.3a
# Corrected a minor typo and added the tga extension to both export call
# --------------------------
# Version 1.4 Updates by Macouno from Elysiun.com
# Fixed rounding error that can cause breaks in lines.
# --------------------------
# Version 2.0
# New interface using PupBlock and FileSelector
# Save/Load config to Registry
# Edit in external program
# --------------------------
# Version 2.1 Updates by Jarod from blenderartists.org
# New exportformat SVG
# simple memory optimations, two third less memory usage
# tga filewriting speed improvements, 3times faster now
# --------------------------
# Version 2.2
# Cleanup code
# Filename handling enhancement and bug fixes
# --------------------------
# Version 2.3
# Added check for excentric UVs (only affects TGA)
# --------------------------
# Version 2.4
# Port from NMesh to Mesh by Daniel Salazar (zanqdo)
# --------------------------
# Version 2.5
# Fixed some old off by one rasterizing errors (didn't render points at 1.0 in the UV scale properly).
# Fixed wire drawing for non 1 wire size (didn't wrap or stretch properly
# and would often raise exceptions)
# --------------------------
FullPython = False
import Blender
import bpy
import BPyMessages
try:
import os
FullPython = True
except:
pass
from math import *
def ExportConfig():
conf = {}
conf["SIZE"] = bSize.val
conf["WSIZE"] = bWSize.val
conf["OBFILE"] = bObFile.val
conf["WRAP"] = bWrap.val
conf["ALLFACES"] = bAllFaces.val
conf["EDIT"] = bEdit.val
conf["EXTERNALEDITOR"] = bEditPath.val
conf["UVFORMATSVG"] = bSVG.val
conf["SVGFILL"] = bSVGFill.val
Blender.Registry.SetKey("UVEXPORT", conf, True)
def ImportConfig():
global bSize, bWSize, bObFile, bWrap, bAllFaces
conf = Blender.Registry.GetKey("UVEXPORT", True)
if not conf:
return
try:
bSize.val = conf["SIZE"]
bWSize.val = conf["WSIZE"]
bObFile.val = conf["OBFILE"]
bWrap.val = conf["WRAP"]
bAllFaces.val = conf["ALLFACES"]
bEdit.val = conf["EDIT"]
editor = conf["EXTERNALEDITOR"]
bSVG.val = conf["UVFORMATSVG"]
bSVGFill.val = conf["SVGFILL"]
if editor:
bEditPath.val = editor
except KeyError:
# If one of the key is not in the dict, don't worry, it'll use the defaults
pass
def PrintConfig():
print
print "Imagesize: %ipx" % bSize.val
print "Wiresize : %ipx" % bWSize.val
if bWrap.val:
print "Wrap : yes"
else:
print "Wrap : no"
if bAllFaces.val:
print "AllFaces : yes"
else:
print "AllFaces : no"
if bSVG.val:
print "Format : *.svg"
else:
print "Format : *.tga"
def ExportCallback(f):
obj = Blender.Scene.GetCurrent().objects.active
time1= Blender.sys.time()
if not obj or obj.type != "Mesh":
BPyMessages.Error_NoMeshActive()
return
is_editmode = Blender.Window.EditMode()
if is_editmode: Blender.Window.EditMode(0)
mesh = obj.getData(mesh=1)
if not mesh.faceUV:
if is_editmode: Blender.Window.EditMode(1)
BPyMessages.Error_NoMeshUvActive()
return
# just for information...
PrintConfig()
# taking care of filename
if bObFile.val:
name = AddExtension(f, obj.name)
else:
name = AddExtension(f, None)
print "Target :", name
print
UVFaces = ExtractUVFaces(mesh, bAllFaces.val)
if is_editmode: Blender.Window.EditMode(1)
if not bSVG.val:
print "TGA export is running..."
UV_Export_TGA(UVFaces, bSize.val, bWSize.val, bWrap.val, name)
else:
print "SVG export is running..."
if bSVGFill.val:
SVGFillColor="#F2DAF2"
else:
SVGFillColor="none"
UV_Export_SVG(UVFaces, bSize.val, bWSize.val, bWrap.val, name, obj.name, SVGFillColor)
print
print " ...finished exporting in %.4f sec." % (Blender.sys.time()-time1)
if FullPython and bEdit.val and bEditPath.val:
filepath = os.path.realpath(name)
print filepath
os.spawnl(os.P_NOWAIT, bEditPath.val, "", filepath)
def GetExtension():
if bSVG.val:
ext = "svg"
else:
ext = "tga"
return ext
def AddExtension(filename, object_name):
ext = "." + GetExtension()
hasExtension = (ext in filename or ext.upper() in filename)
if object_name and hasExtension:
filename = filename.replace(ext, "")
hasExtension = False
if object_name:
filename += "_" + object_name
if not hasExtension:
filename += ext
return filename
def GetDefaultFilename():
filename = Blender.Get("filename")
filename = filename.replace(".blend", "")
filename += "." + GetExtension()
return filename
def ExtractUVFaces(mesh, allface):
if allface: return [f.uv for f in mesh.faces]
else: return [f.uv for f in mesh.faces if f.sel]
def Buffer(height=16, width=16, profondeur=1,rvb=255 ):
"""
reserve l'espace memoire necessaire
"""
p=[rvb]
myb=height*width*profondeur
print"Memory : %ikB" % (myb/1024)
b=p*myb
return b
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
print" ...writing tga..."
for t in entete0:
f.write(t)
redpx=chr(0) + chr(0) + chr(255)
blackpx=chr(0) + chr(0) + chr(0)
whitepx=chr(255) + chr(255) + chr(255)
for t in bitmap:
if t==255:
f.write(whitepx)
elif t==0:
f.write(blackpx)
else:
f.write(redpx)
f.close()
def UV_Export_TGA(vList, size, wsize, wrap, file):
extreme_warning = False
minx = 0
miny = 0
scale = 1.0
step = 0
img = Buffer(size,size)
if wrap:
wrapSize = size
else:
wrapSize = size
maxx = -100000
maxy = -100000
for f in vList:
for v in f:
x = int(v[0] * size)
maxx = max (x + wsize - 1, maxx)
minx = min (x - wsize + 1, minx)
y = int(v[1] * size)
maxy = max (y + wsize - 1, maxy)
miny = min (y - wsize + 1, miny)
wrapSize = max (maxx - minx + 1, maxy - miny + 1)
scale = float (size) / float (wrapSize)
max_index = size - 1 # max index of the buffer (height or width)
fnum = 0
fcnt = len (vList)
for f in vList:
fnum = fnum + 1
if not fnum % 100:
print "%i of %i Faces completed" % (fnum, fcnt)
for index in range(len(f)):
co1 = f[index]
if index < len(f) - 1:
co2 = f[index + 1]
else:
co2 = f[0]
step = int(ceil(size*sqrt((co1[0]-co2[0])**2+(co1[1]-co2[1])**2)))
if step:
try:
for t in xrange(step):
x = int(floor((co1[0] + t*(co2[0]-co1[0])/step) * max_index))
y = int(floor((co1[1] + t*(co2[1]-co1[1])/step) * max_index))
for dx in range(-1*wsize + 1, wsize):
if wrap:
wx = (x + dx) % wrapSize
else:
wx = int ((x - minx + dx) * scale)
for dy in range(-1*wsize + 1, wsize):
if wrap:
wy = (y + dy) % wrapSize
else:
wy = int ((y - miny + dy) * scale)
co = wx * 1 + wy * 1 * size
img[co] = 0
except OverflowError:
if not extreme_warning:
print "Skipping extremely long UV edges, check your layout for excentric values"
extreme_warning = True
for v in f:
x = int(v[0] * max_index)
y = int(v[1] * max_index)
if wrap:
x = x % wrapSize
y = y % wrapSize
else:
x = int ((x - minx) * scale)
y = int ((y - miny) * scale)
co = x * 1 + y * 1 * size
img[co] = 1
write_tgafile(file,img,size,size,3)
def UV_Export_SVG(vList, size, wsize, wrap, file, objname, facesfillcolor):
fl=open(file,'wb')
fl.write('<?xml version="1.0"?>\r\n<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">\r\n')
fl.write('<svg width="' + str(size) + 'px" height="' + str(size) + 'px" viewBox="0 0 ' + str(size) + ' ' + str(size) + '" xmlns="http://www.w3.org/2000/svg" version="1.1">\r\n')
fl.write('<desc>UV-Map from Object: ' + str(objname) +'. Exported from Blender3D with UV Exportscript</desc>\r\n')
fl.write('<rect x="0" y="0" width="' + str(size) + '" height="' + str(size) + '" fill="none" stroke="blue" stroke-width="' + str(wsize) + 'px" />\r\n')
fl.write('<g style="fill:' + str(facesfillcolor) + '; stroke:black; stroke-width:' + str(wsize) + 'px;">\r\n')
fnum = 0
fcnt = len (vList)
fnumv = (long) (fcnt/10)
for f in vList:
fnum = fnum + 1
if fnum == fnumv:
print ".",
fnumv = fnumv + ((long) (fcnt/10))
fl.write('<polygon points="')
for index in range(len(f)):
co = f[index]
fl.write("%.3f,%.3f " % (co[0]*size, size-co[1]*size))
fl.write('" />\r\n')
print "%i Faces completed." % fnum
fl.write('</g>\r\n')
fl.write('</svg>')
fl.close()
def SetEditorAndExportCallback(f):
global bEditPath
bEditPath.val = f
ExportConfig()
Export()
def Export():
Blender.Window.FileSelector(ExportCallback, "Save UV (%s)" % GetExtension(), GetDefaultFilename())
def SetEditorAndExport():
Blender.Window.FileSelector(SetEditorAndExportCallback, "Select Editor")
# ###################################### MAIN SCRIPT BODY ###############################
# Create user values and fill with defaults
bSize = Blender.Draw.Create(512)
bWSize = Blender.Draw.Create(1)
bObFile = Blender.Draw.Create(1)
bWrap = Blender.Draw.Create(1)
bAllFaces = Blender.Draw.Create(1)
bEdit = Blender.Draw.Create(0)
bEditPath = Blender.Draw.Create("")
bSVG = Blender.Draw.Create(0)
bSVGFill = Blender.Draw.Create(1)
# Import saved configurations
ImportConfig()
Block = []
Block.append(("Size: ", bSize, 64, 16384, "Size of the exported image"))
Block.append(("Wire: ", bWSize, 1, 9, "Size of the wire of the faces"))
Block.append(("Wrap", bWrap, "Wrap to image size, scale otherwise"))
Block.append(("All Faces", bAllFaces, "Export all or only selected faces"))
Block.append(("Object", bObFile, "Use object name in filename"))
Block.append(("SVG", bSVG, "save as *.svg instead of *.tga"))
Block.append(("Fill SVG faces", bSVGFill, "SVG faces will be filled, none filled otherwise"))
if FullPython:
Block.append(("Edit", bEdit, "Edit resulting file in an external program"))
Block.append(("Editor: ", bEditPath, 0, 399, "Path to external editor (leave blank to select a new one)"))
retval = Blender.Draw.PupBlock("UV Image Export", Block)
if retval:
ExportConfig()
if bEdit.val and not bEditPath.val:
SetEditorAndExport()
else:
Export()
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