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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>
    
    
    bl_info = {
        "name": "UV Layout",
        "author": "Campbell Barton, Matt Ebb",
    
        "blender": (2, 80, 0),
    
        "location": "Image-Window > UVs > Export UV Layout",
        "description": "Export the UV layout as a 2D graphic",
        "warning": "",
    
        "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/UV_Layout",
    
        "support": 'OFFICIAL',
    
        "category": "Import-Export",
    }
    
    # @todo write the wiki page
    
    if "bpy" in locals():
    
        if "export_uv_eps" in locals():
    
            importlib.reload(export_uv_eps)
    
        if "export_uv_png" in locals():
    
            importlib.reload(export_uv_png)
    
        if "export_uv_svg" in locals():
    
            importlib.reload(export_uv_svg)
    
    from bpy.props import (
            StringProperty,
            BoolProperty,
            EnumProperty,
            IntVectorProperty,
            FloatProperty,
            )
    
    
    
    class ExportUVLayout(bpy.types.Operator):
        """Export UV layout to file"""
    
        bl_idname = "uv.export_layout"
        bl_label = "Export UV Layout"
        bl_options = {'REGISTER', 'UNDO'}
    
    
        filepath: StringProperty(
    
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                subtype='FILE_PATH',
                )
    
        check_existing: BoolProperty(
    
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                name="Check Existing",
                description="Check and warn on overwriting existing files",
                default=True,
                options={'HIDDEN'},
                )
    
        export_all: BoolProperty(
    
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                description="Export all UVs in this mesh (not just visible ones)",
                default=False,
                )
    
        modified: BoolProperty(
    
                name="Modified",
                description="Exports UVs from the modified mesh",
                default=False,
                )
    
        mode: EnumProperty(
    
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                items=(('SVG', "Scalable Vector Graphic (.svg)",
                        "Export the UV layout to a vector SVG file"),
                       ('EPS', "Encapsulate PostScript (.eps)",
                        "Export the UV layout to a vector EPS file"),
                       ('PNG', "PNG Image (.png)",
    
                        "Export the UV layout to a bitmap image"),
    
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                       ),
                name="Format",
                description="File format to export the UV layout to",
                default='PNG',
                )
    
        size: IntVectorProperty(
                name="Size",
    
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                size=2,
                default=(1024, 1024),
                min=8, max=32768,
                description="Dimensions of the exported file",
                )
    
        opacity: FloatProperty(
    
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                name="Fill Opacity",
                min=0.0, max=1.0,
                default=0.25,
    
                description="Set amount of opacity for exported UV layout"
    
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                )
    
        tessellated: BoolProperty(
    
                name="Tessellated UVs",
                description="Export tessellated UVs instead of polygons ones",
    
                default=False,
                options={'HIDDEN'},  # As not working currently :/
                )
    
    
        @classmethod
        def poll(cls, context):
            obj = context.active_object
    
            return (obj and obj.type == 'MESH' and obj.data.uv_layers)
    
    
        def _space_image(self, context):
            space_data = context.space_data
            if isinstance(space_data, bpy.types.SpaceImageEditor):
                return space_data
            else:
                return None
    
        def _image_size(self, context, default_width=1024, default_height=1024):
            # fallback if not in image context.
            image_width, image_height = default_width, default_height
    
            space_data = self._space_image(context)
            if space_data:
                image = space_data.image
                if image:
                    width, height = tuple(context.space_data.image.size)
    
                    # in case no data is found.
    
                    if width and height:
                        image_width, image_height = width, height
    
            return image_width, image_height
    
    
        # Trying to be consistent with ED_object_get_active_image
        # from uvedit_ops.c so that what is exported are the uvs
        # that are seen in the UV Editor
        #
        # returns Image or None
        def _get_active_texture(self, mat):
            if mat is None or not mat.use_nodes:
                return None
    
            node = self._get_active_texture_nodetree(mat.node_tree)
    
            if node is not None and node.bl_rna.identifier in {'ShaderNodeTexImage', 'ShaderNodeTexEnvironment'}:
                return node.image
    
            return None
    
        # returns image node or None
        def _get_active_texture_nodetree(self, node_tree):
            active_tex_node = None
            active_group = None
            has_group = False
            inactive_node = None
    
            for node in node_tree.nodes:
                if node.show_texture:
                    active_tex_node = node
                    if node.select:
                        return node
                elif inactive_node is None and node.bl_rna.identifier in {'ShaderNodeTexImage', 'ShaderNodeTexEnvironment'}:
                    inactive_node = node
                elif node.bl_rna.identifier == 'ShaderNodeGroup':
                    if node.select:
                        active_group = node
                    else:
                        has_group = True
    
            # Not found a selected show_texture node
            # Try to find a selected show_texture node in the selected group
            if active_group is not None:
                node = self._get_active_texture_nodetree(active_group.node_tree)
                if node is not None:
                    return node
    
            if active_tex_node is not None:
                return active_tex_node
    
            if has_group:
                for node in node_tree.nodes:
                    if node.bl_rna.identifier == 'ShaderNodeGroup':
                        n = self._get_active_texture_nodetree(node.node_tree)
                        if n is not None and (n.show_texture or inactive_node is None):
                            return n
    
            return None
    
        def _face_uv_iter(self, context, material_slots, mesh):
    
            uv_layer = mesh.uv_layers.active.data
    
    
            if not self.export_all:
    
                local_image = None
    
    
                if context.tool_settings.show_uv_local_view:
                    space_data = self._space_image(context)
                    if space_data:
                        local_image = space_data.image
    
                        has_active_texture = [
                            self._get_active_texture(slot.material)
                            is local_image for slot in material_slots]
    
                for i, p in enumerate(polys):
    
                    # context checks
    
                    if (polys[i].select and (local_image is None or has_active_texture[polys[i].material_index])):
    
                        start = p.loop_start
                        end = start + p.loop_total
    
                        uvs = tuple((uv.uv[0], uv.uv[1]) for uv in uv_layer[start:end])
    
    
                        # just write what we see.
    
            else:
                # all, simple
    
                for i, p in enumerate(polys):
                    start = p.loop_start
                    end = start + p.loop_total
                    uvs = tuple((uv.uv[0], uv.uv[1]) for uv in uv_layer[start:end])
                    yield (i, uvs)
    
    
        def execute(self, context):
            obj = context.active_object
    
            is_editmode = (obj.mode == 'EDIT')
            if is_editmode:
                bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
    
    
            mode = self.mode
    
            filepath = self.filepath
            filepath = bpy.path.ensure_ext(filepath, "." + mode.lower())
            file = open(filepath, "w")
            fw = file.write
    
            if mode == 'EPS':
                from . import export_uv_eps
    
                exportUV = export_uv_eps.Export_UV_EPS()
    
            elif mode == 'PNG':
                from . import export_uv_png
    
                exportUV = export_uv_png.Export_UV_PNG()
    
                from . import export_uv_svg
    
                exportUV = export_uv_svg.Export_UV_SVG()
    
            obList = [ob for ob in context.selected_objects if ob.type == 'MESH']
    
            for obj in obList:
                obj.data.tag = False
    
            exportUV.begin(fw, self.size, self.opacity)
    
            for obj in obList:
                if (obj.data.tag):
                    continue
    
                obj.data.tag = True
    
                if self.modified:
    
                    mesh = obj.to_mesh(context.depsgraph, True)
    
                else:
                    mesh = obj.data
    
                exportUV.build(mesh, lambda: self._face_uv_iter(
                                            context, obj.material_slots, mesh))
    
            exportUV.end()
    
            if is_editmode:
                bpy.ops.object.mode_set(mode='EDIT', toggle=False)
    
    
            file.close()
    
            return {'FINISHED'}
    
        def check(self, context):
            filepath = bpy.path.ensure_ext(self.filepath, "." + self.mode.lower())
            if filepath != self.filepath:
                self.filepath = filepath
                return True
            else:
                return False
    
        def invoke(self, context, event):
            import os
            self.size = self._image_size(context)
            self.filepath = os.path.splitext(bpy.data.filepath)[0]
            wm = context.window_manager
            wm.fileselect_add(self)
            return {'RUNNING_MODAL'}
    
    
    def menu_func(self, context):
        self.layout.operator(ExportUVLayout.bl_idname)
    
    
    def register():
    
        bpy.utils.register_class(ExportUVLayout)
    
        bpy.types.IMAGE_MT_uvs.append(menu_func)
    
    
    def unregister():
    
        bpy.utils.unregister_class(ExportUVLayout)
    
        bpy.types.IMAGE_MT_uvs.remove(menu_func)
    
    
    if __name__ == 'io_mesh_uv_layout':