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export_uv_png.py 4.94 KiB
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  • # ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    
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    # <pep8-80 compliant>
    
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    def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func):
        filepath = fw.__self__.name
        fw.__self__.close()
    
    
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        material_solids = [bpy.data.materials.new("uv_temp_solid")
                           for i in range(max(1, len(mesh_source.materials)))]
    
    
        material_wire = bpy.data.materials.new("uv_temp_wire")
    
        scene = bpy.data.scenes.new("uv_temp")
        mesh = bpy.data.meshes.new("uv_temp")
        for mat_solid in material_solids:
            mesh.materials.append(mat_solid)
    
    
        polys_source = mesh_source.polygons
    
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        # get unique UV's in case there are many overlapping
        # which slow down filling.
    
        face_hash = {(uvs, polys_source[i].material_index)
                     for i, uvs in face_iter_func()}
    
    
        # now set the faces coords and locations
        # build mesh data
        mesh_new_vertices = []
        mesh_new_materials = []
    
        mesh_new_polys_startloop = []
        mesh_new_polys_totloop = []
        mesh_new_loops_vertices = []
    
        for uvs, mat_idx in face_hash:
            num_verts = len(uvs)
            dummy = (0.0,) * num_verts
            for uv in uvs:
                mesh_new_vertices += (uv[0], uv[1], 0.0)
            mesh_new_polys_startloop.append(current_vert)
            mesh_new_polys_totloop.append(num_verts)
            mesh_new_loops_vertices += range(current_vert,
                                             current_vert + num_verts)
            mesh_new_materials.append(mat_idx)
            current_vert += num_verts
    
        mesh.vertices.add(current_vert)
        mesh.loops.add(current_vert)
        mesh.polygons.add(len(mesh_new_polys_startloop))
    
    
        mesh.vertices.foreach_set("co", mesh_new_vertices)
    
        mesh.loops.foreach_set("vertex_index", mesh_new_loops_vertices)
        mesh.polygons.foreach_set("loop_start", mesh_new_polys_startloop)
        mesh.polygons.foreach_set("loop_total", mesh_new_polys_totloop)
        mesh.polygons.foreach_set("material_index", mesh_new_materials)
    
    
        mesh.update(calc_edges=True)
    
        obj_solid = bpy.data.objects.new("uv_temp_solid", mesh)
        obj_wire = bpy.data.objects.new("uv_temp_wire", mesh)
        base_solid = scene.objects.link(obj_solid)
        base_wire = scene.objects.link(obj_wire)
        base_solid.layers[0] = True
        base_wire.layers[0] = True
    
        # place behind the wire
        obj_solid.location = 0, 0, -1
    
        obj_wire.material_slots[0].link = 'OBJECT'
        obj_wire.material_slots[0].material = material_wire
    
        # setup the camera
        cam = bpy.data.cameras.new("uv_temp")
        cam.type = 'ORTHO'
        cam.ortho_scale = 1.0
        obj_cam = bpy.data.objects.new("uv_temp_cam", cam)
        obj_cam.location = 0.5, 0.5, 1.0
        scene.objects.link(obj_cam)
        scene.camera = obj_cam
    
        # setup materials
        for i, mat_solid in enumerate(material_solids):
            if mesh_source.materials and mesh_source.materials[i]:
                mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color
    
            mat_solid.use_shadeless = True
            mat_solid.use_transparency = True
            mat_solid.alpha = opacity
    
        material_wire.type = 'WIRE'
        material_wire.use_shadeless = True
        material_wire.diffuse_color = 0, 0, 0
    
        # scene render settings
        scene.render.use_raytrace = False
    
        scene.render.alpha_mode = 'TRANSPARENT'
    
        scene.render.image_settings.color_mode = 'RGBA'
    
    
        scene.render.resolution_x = image_width
        scene.render.resolution_y = image_height
        scene.render.resolution_percentage = 100
    
        if image_width > image_height:
            scene.render.pixel_aspect_y = image_width / image_height
        elif image_width < image_height:
            scene.render.pixel_aspect_x = image_height / image_width
    
        scene.frame_start = 1
        scene.frame_end = 1
    
    
        scene.render.image_settings.file_format = 'PNG'
    
        scene.render.filepath = filepath
    
        data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
        bpy.ops.render.render(data_context, write_still=True)
    
        # cleanup
        bpy.data.scenes.remove(scene)
        bpy.data.objects.remove(obj_cam)
        bpy.data.objects.remove(obj_solid)
        bpy.data.objects.remove(obj_wire)
    
        bpy.data.cameras.remove(cam)
        bpy.data.meshes.remove(mesh)
    
        bpy.data.materials.remove(material_wire)
        for mat_solid in material_solids:
            bpy.data.materials.remove(mat_solid)