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Campbell Barton authored
This reverts commit e1d8c70b. Prefer not to have speculative fixes. The intention here is not to use the context at all, even if doing so fixes the crash - it may then fail silently by mixing data from different contexts, causing further complications which are much harder to debug.
Campbell Barton authoredThis reverts commit e1d8c70b. Prefer not to have speculative fixes. The intention here is not to use the context at all, even if doing so fixes the crash - it may then fail silently by mixing data from different contexts, causing further complications which are much harder to debug.
export_uv_png.py 4.96 KiB
# ##### 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 #####
# <pep8-80 compliant>
import bpy
def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func):
filepath = fw.__self__.name
fw.__self__.close()
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
# 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 = []
current_vert = 0
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
scene.update()
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)