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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 #####
bl_info = {
"name": "UV Layout",
"author": "Campbell Barton, Matt Ebb",
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"version": (1, 1, 1),
"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",
"category": "Import-Export",
}
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# @todo write the wiki page
if "bpy" in locals():
importlib.reload(export_uv_eps)
importlib.reload(export_uv_png)
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'}
name="Check Existing",
description="Check and warn on overwriting existing files",
default=True,
options={'HIDDEN'},
)
name="All UVs",
description="Export all UVs in this mesh (not just visible ones)",
default=False,
)
name="Modified",
description="Exports UVs from the modified mesh",
default=False,
)
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"),
),
name="Format",
description="File format to export the UV layout to",
default='PNG',
)
size: IntVectorProperty(
name="Size",
size=2,
default=(1024, 1024),
min=8, max=32768,
description="Dimensions of the exported file",
)
name="Fill Opacity",
min=0.0, max=1.0,
default=0.25,
description="Set amount of opacity for exported UV layout"
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)
if width and height:
image_width, image_height = width, height
return image_width, image_height
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# 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
polys = mesh.polygons
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):
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])
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
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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()
elif mode == '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()
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if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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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':