[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35419] trunk/blender/release/scripts/op/ uv.py: moving to addons & splitting for lazy loading of eps/png/svg
Campbell Barton
ideasman42 at gmail.com
Wed Mar 9 03:07:45 CET 2011
Revision: 35419
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35419
Author: campbellbarton
Date: 2011-03-09 02:07:44 +0000 (Wed, 09 Mar 2011)
Log Message:
-----------
moving to addons & splitting for lazy loading of eps/png/svg
TODO, add to defaults when startup.blend is updated.
Removed Paths:
-------------
trunk/blender/release/scripts/op/uv.py
Deleted: trunk/blender/release/scripts/op/uv.py
===================================================================
--- trunk/blender/release/scripts/op/uv.py 2011-03-09 02:06:21 UTC (rev 35418)
+++ trunk/blender/release/scripts/op/uv.py 2011-03-09 02:07:44 UTC (rev 35419)
@@ -1,404 +0,0 @@
-# ##### 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 compliant>
-
-import bpy
-
-
-def write_svg(fw, mesh, image_width, image_height, opacity, face_iter_func):
- # 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_func():
- try: # rare cases material index is invalid.
- fill = fill_settings[faces[i].material_index]
- except IndexError:
- fill = fill_default
-
- fw('<polygon stroke="black" stroke-width="1px"')
- if opacity > 0.0:
- fw(' %s fill-opacity="%.2g"' % (fill, opacity))
-
- 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, opacity, face_iter_func):
- 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")
-
- faces = mesh.faces
-
- if opacity > 0.0:
- for i, mat in enumerate(mesh.materials if mesh.materials else [None]):
- fw("/DRAW_%d {" % i)
- fw("gsave\n")
- if mat:
- color = tuple((1.0 - ((1.0 - c) * opacity)) for c in mat.diffuse_color)
- else:
- color = 1.0, 1.0, 1.0
- fw("%.3g %.3g %.3g setrgbcolor\n" % color)
- fw("fill\n")
- fw("grestore\n")
- fw("0 setgray\n")
- fw("} def\n")
-
- # fill
- for i, uvs in face_iter_func():
- fw("newpath\n")
- for j, uv in enumerate(uvs):
- uv_scale = (uv[0] * image_width, uv[1] * image_height)
- if j == 0:
- fw("%.5f %.5f moveto\n" % uv_scale)
- else:
- fw("%.5f %.5f lineto\n" % uv_scale)
-
- fw("closepath\n")
- fw("DRAW_%d\n" % faces[i].material_index)
-
- # stroke only
- for i, uvs in face_iter_func():
- fw("newpath\n")
- for j, uv in enumerate(uvs):
- uv_scale = (uv[0] * image_width, uv[1] * image_height)
- if j == 0:
- fw("%.5f %.5f moveto\n" % uv_scale)
- else:
- fw("%.5f %.5f lineto\n" % uv_scale)
-
- fw("closepath\n")
- fw("stroke\n")
-
- fw("showpage\n")
- fw("%%EOF\n")
-
-
-def write_png(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)
-
- tot_verts = 0
- face_lens = []
- for f in mesh_source.faces:
- tot_verts += len(f.vertices)
-
- faces_source = mesh_source.faces
-
- # get unique UV's incase there are many overlapping which slow down filling.
- face_hash_3 = set()
- face_hash_4 = set()
- for i, uv in face_iter_func():
- material_index = faces_source[i].material_index
- if len(uv) == 3:
- face_hash_3.add((uv[0][0], uv[0][1], uv[1][0], uv[1][1], uv[2][0], uv[2][1], material_index))
- else:
- face_hash_4.add((uv[0][0], uv[0][1], uv[1][0], uv[1][1], uv[2][0], uv[2][1], uv[3][0], uv[3][1], material_index))
-
- # now set the faces coords and locations
- # build mesh data
- mesh_new_vertices = []
- mesh_new_materials = []
- mesh_new_face_vertices = []
-
- current_vert = 0
-
- for face_data in face_hash_3:
- mesh_new_vertices.extend([face_data[0], face_data[1], 0.0, face_data[2], face_data[3], 0.0, face_data[4], face_data[5], 0.0])
- mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, 0])
- mesh_new_materials.append(face_data[6])
- current_vert += 3
- for face_data in face_hash_4:
- mesh_new_vertices.extend([face_data[0], face_data[1], 0.0, face_data[2], face_data[3], 0.0, face_data[4], face_data[5], 0.0, face_data[6], face_data[7], 0.0])
- mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, current_vert + 3])
- mesh_new_materials.append(face_data[8])
- current_vert += 4
-
- 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):
- 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 = '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, 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)
-
-
-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(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"),
@@ Diff output truncated at 10240 characters. @@
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