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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": "Texture Atlas",
"author": "Andreas Esau, Paul Geraskin, Campbell Barton",
"version": (0, 2, 1),
"blender": (2, 67, 0),
"location": "Properties > Render",
"description": "A simple Texture Atlas for unwrapping many objects. It creates additional UV",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/TextureAtlas",
CoDEmanX
committed
"tracker_url": "https://developer.blender.org/T32494",
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"category": "UV"}
import bpy
from bpy.types import (Operator,
Panel,
PropertyGroup,
)
from bpy.props import (BoolProperty,
CollectionProperty,
EnumProperty,
FloatProperty,
IntProperty,
StringProperty,
)
import mathutils
def check_all_objects_visible(self, context):
scene = context.scene
group = scene.ms_lightmap_groups[scene.ms_lightmap_groups_index]
isAllObjectsVisible = True
bpy.ops.object.select_all(action='DESELECT')
for thisObject in bpy.data.groups[group.name].objects:
isThisObjectVisible = False
# scene.objects.active = thisObject
for thisLayerNumb in range(20):
if thisObject.layers[thisLayerNumb] is True and scene.layers[thisLayerNumb] is True:
isThisObjectVisible = True
break
# If Object is on an invisible Layer
if isThisObjectVisible is False:
isAllObjectsVisible = False
return isAllObjectsVisible
def check_group_exist(self, context, use_report=True):
scene = context.scene
group = scene.ms_lightmap_groups[scene.ms_lightmap_groups_index]
if group.name in bpy.data.groups:
return True
else:
if use_report:
self.report({'INFO'}, "No Such Group %r!" % group.name)
return False
class TexAtl_Main(Panel):
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bl_label = "Texture Atlas"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
scene = context.scene
ob = context.object
col = self.layout.column()
row = self.layout.row()
split = self.layout.split()
row.template_list("UI_UL_list", "template_list_controls", scene,
"ms_lightmap_groups", scene, "ms_lightmap_groups_index", rows=2, maxrows=5)
col = row.column(align=True)
col.operator("scene.ms_add_lightmap_group", icon='ZOOMIN', text="")
col.operator("scene.ms_del_lightmap_group", icon='ZOOMOUT', text="")
row = self.layout.row(align=True)
# Resolution and Unwrap types (only if Lightmap group is added)
if context.scene.ms_lightmap_groups:
group = scene.ms_lightmap_groups[scene.ms_lightmap_groups_index]
row.prop(group, 'resolution', text='Resolution', expand=True)
row = self.layout.row()
row.prop(group, 'unwrap_type', text='Lightmap', expand=True)
row = self.layout.row()
row = self.layout.row()
row.operator("scene.ms_remove_other_uv",
text="RemoveOtherUVs", icon="GROUP")
row.operator("scene.ms_remove_selected",
text="RemoveSelected", icon="GROUP")
row = self.layout.row()
row = self.layout.row()
row = self.layout.row()
row.operator("scene.ms_add_selected_to_group",
text="AddSelected", icon="GROUP")
row.operator("scene.ms_select_group",
text="SelectGroup", icon="GROUP")
row = self.layout.row()
row.operator(
"object.ms_auto", text="Auto Unwrap", icon="LAMP_SPOT")
row = self.layout.row()
row.operator(
"object.ms_run", text="StartManualUnwrap", icon="LAMP_SPOT")
row.operator(
"object.ms_run_remove", text="FinshManualUnwrap", icon="LAMP_SPOT")
class TexAtl_RunAuto(Operator):
bl_idname = "object.ms_auto"
bl_label = "Auto Unwrapping"
bl_description = "Auto Unwrapping"
def execute(self, context):
scene = context.scene
old_context = context.area.type
# Check if group exists
if check_group_exist(self, context) is False:
return {'CANCELLED'}
group = scene.ms_lightmap_groups[scene.ms_lightmap_groups_index]
context.area.type = 'VIEW_3D'
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
if group.bake is True and bpy.data.groups[group.name].objects:
# Check if objects are all on the visible Layers.
isAllObjVisible = check_all_objects_visible(self, context)
if isAllObjVisible is True:
res = int(group.resolution)
bpy.ops.object.ms_create_lightmap(
group_name=group.name, resolution=res)
bpy.ops.object.ms_merge_objects(
group_name=group.name, unwrap=True)
bpy.ops.object.ms_separate_objects(group_name=group.name)
else:
self.report({'INFO'}, "Not All Objects Are Visible!!!")
context.area.type = old_context
return{'FINISHED'}
class TexAtl_RunStart(Operator):
bl_idname = "object.ms_run"
bl_label = "Make Manual Unwrapping Object"
bl_description = "Makes Manual Unwrapping Object"
def execute(self, context):
scene = context.scene
# Check if group exists
if check_group_exist(self, context) is False:
return {'CANCELLED'}
group = scene.ms_lightmap_groups[scene.ms_lightmap_groups_index]
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
if group.bake is True and bpy.data.groups[group.name].objects and bpy.data.objects.get(group.name + "_mergedObject") is None:
# Check if objects are all on the visible Layers.
isAllObjVisible = check_all_objects_visible(self, context)
if isAllObjVisible is True:
res = int(group.resolution)
bpy.ops.object.ms_create_lightmap(
group_name=group.name, resolution=res)
bpy.ops.object.ms_merge_objects(
group_name=group.name, unwrap=False)
else:
self.report({'INFO'}, "Not All Objects Are Visible!!!")
return{'FINISHED'}
class TexAtl_RunFinish(Operator):
bl_idname = "object.ms_run_remove"
bl_label = "Remove Manual Unwrapping Object"
bl_description = "Removes Manual Unwrapping Object"
def execute(self, context):
scene = context.scene
old_context = context.area.type
# Check if group exists
if check_group_exist(self, context) is False:
return {'CANCELLED'}
group = scene.ms_lightmap_groups[scene.ms_lightmap_groups_index]
context.area.type = 'VIEW_3D'
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
if group.bake is True and bpy.data.groups[group.name].objects:
# Check if objects are all on the visible Layers.
isAllObjVisible = check_all_objects_visible(self, context)
if isAllObjVisible is True:
bpy.ops.object.ms_separate_objects(group_name=group.name)
else:
self.report({'INFO'}, "Not All Objects Are Visible!!!")
context.area.type = old_context
return{'FINISHED'}
class TexAtl_UVLayers(PropertyGroup):
name = StringProperty(default="")
class TexAtl_VertexGroups(PropertyGroup):
name = StringProperty(default="")
class TexAtl_Groups(PropertyGroup):
name = StringProperty(default="")
class TexAtl_MSLightmapGroups(PropertyGroup):
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name = StringProperty(default="")
bake = BoolProperty(default=True)
unwrap_type = EnumProperty(
name="unwrap_type",
items=(('0', 'Smart_Unwrap', 'Smart_Unwrap'),
('1', 'Lightmap', 'Lightmap'),
('2', 'No_Unwrap', 'No_Unwrap'),
),
)
resolution = EnumProperty(
name="resolution",
items=(('256', '256', ''),
('512', '512', ''),
('1024', '1024', ''),
('2048', '2048', ''),
('4096', '4096', ''),
('8192', '8192', ''),
('16384', '16384', ''),
),
)
template_list_controls = StringProperty(
default="bake",
options={"HIDDEN"},
)
class TexAtl_MergedObjects(PropertyGroup):
name = StringProperty()
vertex_groups = CollectionProperty(
type=TexAtl_VertexGroups,
groups = CollectionProperty(type=TexAtl_Groups)
uv_layers = CollectionProperty(type=TexAtl_UVLayers)
class TexAtl_AddSelectedToGroup(Operator):
bl_idname = "scene.ms_add_selected_to_group"
bl_label = "Add to Group"
bl_description = "Adds selected Objects to current Group"
def execute(self, context):
scene = context.scene
group_name = scene.ms_lightmap_groups[
scene.ms_lightmap_groups_index].name
# Create a New Group if it was deleted.
obj_group = bpy.data.groups.get(group_name)
if obj_group is None:
obj_group = bpy.data.groups.new(group_name)
# Add objects to a group
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
for object in context.selected_objects:
if object.type == 'MESH' and object.name not in obj_group.objects:
obj_group.objects.link(object)
return {'FINISHED'}
class TexAtl_SelectGroup(Operator):
bl_idname = "scene.ms_select_group"
bl_label = "sel Group"
bl_description = "Selected Objects of current Group"
def execute(self, context):
scene = context.scene
group_name = scene.ms_lightmap_groups[
scene.ms_lightmap_groups_index].name
# Check if group exists
if check_group_exist(self, context) is False:
return {'CANCELLED'}
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.select_all(action='DESELECT')
obj_group = bpy.data.groups[group_name]
for object in obj_group.objects:
object.select = True
return {'FINISHED'}
class TexAtl_RemoveFromGroup(Operator):
bl_idname = "scene.ms_remove_selected"
bl_label = "del Selected"
bl_description = "Remove Selected Group and UVs"
# remove all modifiers
# for m in mesh.modifiers:
# bpy.ops.object.modifier_remove(modifier=m.name)
def execute(self, context):
scene = context.scene
# Check if group exists
if check_group_exist(self, context) is False:
return {'CANCELLED'}
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
for group in scene.ms_lightmap_groups:
group_name = group.name
obj_group = bpy.data.groups[group_name]
for object in context.selected_objects:
scene.objects.active = object
if object.type == 'MESH' and object.name in obj_group.objects:
# remove UV
tex = object.data.uv_textures.get(group_name)
if tex is not None:
object.data.uv_textures.remove(tex)
# remove from group
obj_group.objects.unlink(object)
object.hide_render = False
return {'FINISHED'}
class TexAtl_RemoveOtherUVs(Operator):
bl_idname = "scene.ms_remove_other_uv"
bl_label = "remOther"
bl_description = "Remove Other UVs from Selected"
def execute(self, context):
scene = context.scene
group_name = scene.ms_lightmap_groups[
scene.ms_lightmap_groups_index].name
# Check if group exists
if check_group_exist(self, context) is False:
return {'CANCELLED'}
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# bpy.ops.object.select_all(action='DESELECT')
obj_group = bpy.data.groups[group_name]
# Remove other UVs of selected objects
for object in context.selected_objects:
scene.objects.active = object
if object.type == 'MESH' and object.name in obj_group.objects:
# remove UVs
UVLIST = []
for uv in object.data.uv_textures:
if uv.name != group_name:
UVLIST.append(uv.name)
for uvName in UVLIST:
tex = object.data.uv_textures[uvName]
object.data.uv_textures.remove(tex)
UVLIST.clear() # clear array
return {'FINISHED'}
class TexAtl_AddLightmapGroup(Operator):
bl_idname = "scene.ms_add_lightmap_group"
bl_label = "add Lightmap"
bl_description = "Adds a new Lightmap Group"
name = StringProperty(name="Group Name", default='TextureAtlas')
def execute(self, context):
scene = context.scene
obj_group = bpy.data.groups.new(self.name)
item = scene.ms_lightmap_groups.add()
item.name = obj_group.name
item.resolution = '1024'
scene.ms_lightmap_groups_index = len(scene.ms_lightmap_groups) - 1
# Add selested objects to group
for object in context.selected_objects:
if object.type == 'MESH':
obj_group.objects.link(object)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
class TexAtl_DelLightmapGroup(Operator):
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bl_idname = "scene.ms_del_lightmap_group"
bl_label = "delete Lightmap"
bl_description = "Deletes active Lightmap Group"
def execute(self, context):
scene = context.scene
if len(scene.ms_lightmap_groups) > 0:
idx = scene.ms_lightmap_groups_index
group_name = scene.ms_lightmap_groups[idx].name
# Remove Group
group = bpy.data.groups.get(group_name)
if group is not None:
# Unhide Objects if they are hidden
for obj in group.objects:
obj.hide_render = False
obj.hide = False
bpy.data.groups.remove(group)
# Remove Lightmap Group
scene.ms_lightmap_groups.remove(scene.ms_lightmap_groups_index)
scene.ms_lightmap_groups_index -= 1
if scene.ms_lightmap_groups_index < 0:
scene.ms_lightmap_groups_index = 0
return {'FINISHED'}
class TexAtl_CreateLightmap(Operator):
bl_idname = "object.ms_create_lightmap"
bl_label = "TextureAtlas - Generate Lightmap"
bl_description = "Generates a Lightmap"
group_name = StringProperty(default='')
resolution = IntProperty(default=1024)
def execute(self, context):
scene = context.scene
# Create/Update Image
image = bpy.data.images.get(self.group_name)
if image is None:
image = bpy.data.images.new(
name=self.group_name, width=self.resolution, height=self.resolution)
image.generated_type = 'COLOR_GRID'
image.generated_width = self.resolution
image.generated_height = self.resolution
obj_group = bpy.data.groups[self.group_name]
# non MESH objects for removal list
NON_MESH_LIST = []
for object in obj_group.objects:
# Remove non MESH objects
if object.type != 'MESH':
NON_MESH_LIST.append(object)
elif object.type == 'MESH' and len(object.data.vertices) == 0:
NON_MESH_LIST.append(object)
# Add Image to faces
if object.data.uv_textures.active is None:
tex = object.data.uv_textures.new()
tex.name = self.group_name
else:
if self.group_name not in object.data.uv_textures:
tex = object.data.uv_textures.new()
tex.name = self.group_name
tex.active = True
tex.active_render = True
else:
tex = object.data.uv_textures[self.group_name]
tex.active = True
tex.active_render = True
for face_tex in tex.data:
face_tex.image = image
# remove non NESH objects
for object in NON_MESH_LIST:
obj_group.objects.unlink(object)
NON_MESH_LIST.clear() # clear array
return{'FINISHED'}
class TexAtl_MergeObjects(Operator):
bl_idname = "object.ms_merge_objects"
bl_label = "TextureAtlas - TexAtl_MergeObjects"
bl_description = "Merges Objects and stores Origins"
group_name = StringProperty(default='')
unwrap = BoolProperty(default=False)
def execute(self, context):
scene = context.scene
# objToDelete = None
bpy.ops.object.select_all(action='DESELECT')
for obj in scene.objects:
if obj.name == self.group_name + "_mergedObject":
obj.select = True
scene.objects.active = obj
bpy.ops.object.delete(use_global=False)
me = bpy.data.meshes.new(self.group_name + '_mergedObject')
ob_merge = bpy.data.objects.new(self.group_name + '_mergedObject', me)
ob_merge.location = scene.cursor_location # position object at 3d-cursor
scene.objects.link(ob_merge) # Link object to scene
me.update()
ob_merge.select = False
bpy.ops.object.select_all(action='DESELECT')
for object in bpy.data.groups[self.group_name].objects:
# make object temporary unhidden
isObjHideSelect = object.hide_select
object.hide = False
object.hide_select = False
bpy.ops.object.select_all(action='DESELECT')
object.select = True
# activate lightmap uv if existant
for uv in object.data.uv_textures:
if uv.name == self.group_name:
uv.active = True
scene.objects.active = object
bpy.ops.object.select_all(action='DESELECT')
object.select = True
scene.objects.active = object
bpy.ops.object.duplicate(linked=False, mode='TRANSLATION')
activeNowObject = scene.objects.active
activeNowObject.select = True
# hide render of original mesh
object.hide_render = True
object.hide = True
object.select = False
# remove unused UV
# remove UVs
UVLIST = []
for uv in activeNowObject.data.uv_textures:
if uv.name != self.group_name:
UVLIST.append(uv.name)
for uvName in UVLIST:
tex = activeNowObject.data.uv_textures[uvName]
activeNowObject.data.uv_textures.remove(tex)
UVLIST.clear() # clear array
# create vertex groups for each selected object
scene.objects.active = activeNowObject
vgroup = activeNowObject.vertex_groups.new(name=object.name)
vgroup.add(
list(range(len(activeNowObject.data.vertices))), weight=1.0, type='ADD')
# save object name and object location in merged object
item = ob_merge.ms_merged_objects.add()
item.name = object.name
Paul Geraskin
committed
# Add material to a tempObject if there are no materialSlots on the object
Paul Geraskin
committed
matName = "zz_TextureAtlas_NO_Material"
Paul Geraskin
committed
Paul Geraskin
committed
mat = bpy.data.materials.new(matName)
activeNowObject.data.materials.append(mat)
# merge objects together
bpy.ops.object.select_all(action='DESELECT')
activeNowObject.select = True
ob_merge.select = True
scene.objects.active = ob_merge
bpy.ops.object.join()
# make Unwrap
bpy.ops.object.select_all(action='DESELECT')
ob_merge.select = True
scene.objects.active = ob_merge
# Unfide all faces
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.reveal()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
if self.unwrap is True:
unwrapType = scene.ms_lightmap_groups[self.group_name].unwrap_type
if unwrapType == '0' or unwrapType == '1':
bpy.ops.object.mode_set(mode='EDIT')
if unwrapType == '0':
bpy.ops.uv.smart_project(
angle_limit=72.0, island_margin=0.2, user_area_weight=0.0)
elif unwrapType == '1':
bpy.ops.uv.lightmap_pack(
PREF_CONTEXT='ALL_FACES', PREF_PACK_IN_ONE=True, PREF_NEW_UVLAYER=False,
PREF_APPLY_IMAGE=False, PREF_IMG_PX_SIZE=1024, PREF_BOX_DIV=48, PREF_MARGIN_DIV=0.2)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
return{'FINISHED'}
class TexAtl_SeparateObjects(Operator):
bl_idname = "object.ms_separate_objects"
bl_label = "TextureAtlas - Separate Objects"
bl_description = "Separates Objects and restores Origin"
group_name = StringProperty(default='')
def execute(self, context):
scene = context.scene
for obj in scene.objects:
if obj.name == self.group_name + "_mergedObject":
# if scene.objects.active is not None:
# bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.select_all(action='DESELECT')
ob_merged = obj
obj.hide = False
ob_merged.select = True
groupSeparate = bpy.data.groups.new(ob_merged.name)
groupSeparate.objects.link(ob_merged)
ob_merged.select = False
doUnhidePolygons = False
for ms_obj in ob_merged.ms_merged_objects:
# select vertex groups and separate group from merged
# object
bpy.ops.object.select_all(action='DESELECT')
ob_merged.select = True
scene.objects.active = ob_merged
bpy.ops.object.mode_set(mode='EDIT')
# Unhide Polygons only once
bpy.ops.mesh.reveal()
doUnhidePolygons = True
bpy.ops.mesh.select_all(action='DESELECT')
ob_merged.vertex_groups.active_index = ob_merged.vertex_groups[
ms_obj.name].index
bpy.ops.object.vertex_group_select()
bpy.ops.mesh.separate(type='SELECTED')
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# scene.objects.active.select = False
# find separeted object
ob_separeted = None
for obj in groupSeparate.objects:
if obj != ob_merged:
ob_separeted = obj
break
# Copy UV Coordinates to the original mesh
if ms_obj.name in scene.objects:
ob_merged.select = False
ob_original = scene.objects[ms_obj.name]
isOriginalToSelect = ob_original.hide_select
ob_original.hide_select = False
ob_original.hide = False
ob_original.select = True
scene.objects.active = ob_separeted
bpy.ops.object.join_uvs()
ob_original.hide_render = False
ob_original.select = False
ob_original.hide_select = isOriginalToSelect
# delete separeted object
bpy.ops.object.select_all(action='DESELECT')
ob_separeted.select = True
bpy.ops.object.delete(use_global=False)
# delete duplicated object
bpy.ops.object.select_all(action='DESELECT')
ob_merged.select = True
bpy.ops.object.delete(use_global=False)
return{'FINISHED'}
def register():
bpy.utils.register_module(__name__)
bpy.types.Object.ms_merged_objects = CollectionProperty(
type=TexAtl_MergedObjects)
bpy.types.Scene.ms_lightmap_groups = CollectionProperty(
type=TexAtl_MSLightmapGroups)
bpy.types.Scene.ms_lightmap_groups_index = IntProperty()
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()