[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [31879] trunk/blender/release/scripts/op: - added PNG image export option to UV layout ( was only SVG and EPS which was annotying for some users)
Campbell Barton
ideasman42 at gmail.com
Sat Sep 11 12:31:50 CEST 2010
Revision: 31879
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=31879
Author: campbellbarton
Date: 2010-09-11 12:31:50 +0200 (Sat, 11 Sep 2010)
Log Message:
-----------
- added PNG image export option to UV layout (was only SVG and EPS which was annotying for some users)
- support for non utf8 paths when exporting UV layout.
Modified Paths:
--------------
trunk/blender/release/scripts/op/io_scene_3ds/__init__.py
trunk/blender/release/scripts/op/uv.py
Modified: trunk/blender/release/scripts/op/io_scene_3ds/__init__.py
===================================================================
--- trunk/blender/release/scripts/op/io_scene_3ds/__init__.py 2010-09-11 10:23:49 UTC (rev 31878)
+++ trunk/blender/release/scripts/op/io_scene_3ds/__init__.py 2010-09-11 10:31:50 UTC (rev 31879)
@@ -74,9 +74,6 @@
bpy.types.INFO_MT_file_import.remove(menu_func_import)
bpy.types.INFO_MT_file_export.remove(menu_func_export)
-if __name__ == "__main__":
- register()
-
# NOTES:
# why add 1 extra vertex? and remove it when done? - "Answer - eekadoodle - would need to re-order UV's without this since face order isnt always what we give blender, BMesh will solve :D"
# disabled scaling to size, this requires exposing bb (easy) and understanding how it works (needs some time)
Modified: trunk/blender/release/scripts/op/uv.py
===================================================================
--- trunk/blender/release/scripts/op/uv.py 2010-09-11 10:23:49 UTC (rev 31878)
+++ trunk/blender/release/scripts/op/uv.py 2010-09-11 10:31:50 UTC (rev 31879)
@@ -21,7 +21,224 @@
import bpy
from bpy.props import *
+def write_svg(fw, mesh, image_width, image_height, face_iter):
+ # for making an XML compatible string
+ from xml.sax.saxutils import escape
+ from os.path import basename
+
+ fw('<?xml version="1.0" standalone="no"?>\n')
+ fw('<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" \n')
+ fw(' "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">\n')
+ fw('<svg width="%dpx" height="%dpx" viewBox="0px 0px %dpx %dpx"\n' % (image_width, image_height, image_width, image_height))
+ fw(' xmlns="http://www.w3.org/2000/svg" version="1.1">\n')
+ desc = "%r, %s, (Blender %s)" % (basename(bpy.data.filepath), mesh.name, bpy.app.version_string)
+ fw('<desc>%s</desc>\n' % escape(desc))
+ # svg colors
+ fill_settings = []
+ fill_default = 'fill="grey"'
+ for mat in mesh.materials if mesh.materials else [None]:
+ if mat:
+ fill_settings.append('fill="rgb(%d, %d, %d)"' % tuple(int(c * 255) for c in mat.diffuse_color))
+ else:
+ fill_settings.append(fill_default)
+
+ faces = mesh.faces
+ for i, uvs in face_iter:
+ try: # rare cases material index is invalid.
+ fill = fill_settings[faces[i].material_index]
+ except IndexError:
+ fill = fill_default
+
+ fw('<polygon %s fill-opacity="0.5" stroke="black" stroke-width="1px" \n' % fill)
+ fw(' points="')
+
+ for j, uv in enumerate(uvs):
+ x, y = uv[0], 1.0 - uv[1]
+ fw('%.3f,%.3f ' % (x * image_width, y * image_height))
+ fw('" />\n')
+ fw('\n')
+ fw('</svg>\n')
+
+
+def write_eps(fw, mesh, image_width, image_height, face_iter):
+ fw('%!PS-Adobe-3.0 EPSF-3.0\n')
+ fw("%%%%Creator: Blender %s\n" % bpy.app.version_string)
+ fw('%%Pages: 1\n')
+ fw('%%Orientation: Portrait\n')
+ fw("%%%%BoundingBox: 0 0 %d %d\n" % (image_width, image_height))
+ fw("%%%%HiResBoundingBox: 0.0 0.0 %.4f %.4f\n" % (image_width, image_height))
+ fw('%%EndComments\n')
+ fw('%%Page: 1 1\n')
+ fw('0 0 translate\n')
+ fw('1.0 1.0 scale\n')
+ fw('0 0 0 setrgbcolor\n')
+ fw('[] 0 setdash\n')
+ fw('1 setlinewidth\n')
+ fw('1 setlinejoin\n')
+ fw('1 setlinecap\n')
+ fw('/DRAW {')
+ # can remove from here to next comment to disable filling, aparently alpha is not supported
+ fw('gsave\n')
+ fw('0.7 setgray\n')
+ fw('fill\n')
+ fw('grestore\n')
+ fw('0 setgray\n')
+ # remove to here
+ fw('stroke\n')
+ fw('} def\n')
+ fw('newpath\n')
+
+ firstline = True
+ for i, uvs in face_iter:
+ for j, uv in enumerate(uvs):
+ x, y = uv[0], uv[1]
+ if j == 0:
+ if not firstline:
+ fw('closepath\n')
+ fw('DRAW\n')
+ fw('newpath\n')
+ firstline = False
+ fw('%.5f %.5f moveto\n' % (x * image_width, y * image_height))
+ else:
+ fw('%.5f %.5f lineto\n' % (x * image_width, y * image_height))
+
+ fw('closepath\n')
+ fw('DRAW\n')
+ fw('showpage\n')
+ fw('%%EOF\n')
+
+
+def write_png(fw, mesh_source, image_width, image_height, face_iter):
+ filepath = fw.__self__.name
+ fw.__self__.close()
+
+ material_solids = [bpy.data.materials.new("uv_temp_solid") for i in range(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)
+
+ tot_verts = 0
+ face_lens = []
+ for f in mesh_source.faces:
+ tot_verts += len(f.vertices)
+
+ # now set the faces coords and locations
+ # build mesh data
+ mesh_new_vertices = []
+ mesh_new_materials = []
+ mesh_new_face_vertices = []
+
+
+ current_vert = 0
+ faces_source = mesh_source.faces
+ for i, uv in face_iter:
+ if len(uv) == 3:
+ mesh_new_vertices.extend([uv[0][0], uv[0][1], 0.0, uv[1][0], uv[1][1], 0.0, uv[2][0], uv[2][1], 0.0])
+ mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, 0])
+ current_vert += 3
+ else:
+ mesh_new_vertices.extend([uv[0][0], uv[0][1], 0.0, uv[1][0], uv[1][1], 0.0, uv[2][0], uv[2][1], 0.0, uv[3][0], uv[3][1], 0.0])
+ mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, current_vert + 3])
+ current_vert += 4
+
+ mesh_new_materials.append(faces_source[i].material_index)
+
+ mesh.vertices.add(len(mesh_new_vertices) // 3)
+ mesh.faces.add(len(mesh_new_face_vertices) // 4)
+
+ mesh.vertices.foreach_set("co", mesh_new_vertices)
+ mesh.faces.foreach_set("vertices_raw", mesh_new_face_vertices)
+ mesh.faces.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):
+ mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color
+ mat_solid.use_shadeless = True
+ mat_solid.use_transparency = True
+ mat_solid.alpha = 0.25
+
+ 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 = 'STRAIGHT'
+ scene.render.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.file_format = 'PNG'
+ scene.render.filepath = filepath
+
+ data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
+ bpy.ops.render.render(data_context, animation=True)
+
+ # stupid
+ import os
+ animpath = scene.render.frame_path(1)
+ os.rename(animpath, os.path.abspath(filepath))
+
+ return
+
+ # cleanup
+ bpy.data.scenes.remove(scene)
+ bpy.data.objects.remove(obj_cam)
+ bpy.data.objects.remove(obj_solid)
+ bpy.data.objects.remove(obj_wire)
+
+ cam.user_clear() # XXX, fixed in svn.
+ bpy.data.cameras.remove(cam)
+ bpy.data.meshes.remove(mesh)
+
+ material_wire.user_clear() # XXX, fixed in svn.
+ bpy.data.materials.remove(material_wire)
+ for mat_solid in material_solids:
+ mat_solid.user_clear() # XXX, fixed in svn.
+ bpy.data.materials.remove(mat_solid)
+
+
+
class ExportUVLayout(bpy.types.Operator):
'''Export the Mesh as SVG'''
@@ -29,15 +246,17 @@
bl_label = "Export UV Layout"
bl_options = {'REGISTER', 'UNDO'}
- filepath = StringProperty(name="File Path", description="File path used for exporting the SVG file", maxlen=1024, default="")
+ filepath = StringProperty(name="File Path", description="File path used for exporting the SVG file", maxlen=1024, default="", subtype='FILE_PATH')
check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
export_all = BoolProperty(name="All UV's", description="Export all UVs in this mesh (not just the visible ones)", default=False)
mode = EnumProperty(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")),
+ ('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file"),
+ ('PNG', "PNG Image (.png)", "Export the UV layout a bitmap image")),
name="Format",
description="File format to export the UV layout to",
- default='SVG')
+ default='PNG')
+ size = IntVectorProperty(size=2, default=(1024, 1024), min=8, max=32768)
@classmethod
def poll(cls, context):
@@ -99,18 +318,14 @@
yield (i, uv_layer[i].uv)
def execute(self, context):
- # for making an XML compatible string
- from xml.sax.saxutils import escape
- from os.path import basename
obj = context.active_object
is_editmode = (obj.mode == 'EDIT')
@@ Diff output truncated at 10240 characters. @@
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