[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3035] trunk/py/scripts/addons/ io_mesh_uv_layout: Updated io_mesh_uv_layout addon to work with bmesh.
Bastien Montagne
montagne29 at wanadoo.fr
Tue Feb 28 16:35:51 CET 2012
Revision: 3035
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3035
Author: mont29
Date: 2012-02-28 15:35:49 +0000 (Tue, 28 Feb 2012)
Log Message:
-----------
Updated io_mesh_uv_layout addon to work with bmesh.
Note: would have loved to add an option to export tesselated layout (instead of ngon one), but currently I often get mesh without tesselation, and seems there is no way to call ensure_tesselated from python...
Modified Paths:
--------------
trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py
trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_eps.py
trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py
trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_svg.py
Modified: trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py 2012-02-28 07:18:13 UTC (rev 3034)
+++ trunk/py/scripts/addons/io_mesh_uv_layout/__init__.py 2012-02-28 15:35:49 UTC (rev 3035)
@@ -21,8 +21,8 @@
bl_info = {
"name": "UV Layout",
"author": "Campbell Barton, Matt Ebb",
- "version": (1, 0),
- "blender": (2, 5, 8),
+ "version": (1, 1),
+ "blender": (2, 6, 2),
"location": "Image-Window > UVs > Export UV Layout",
"description": "Export the UV layout as a 2D graphic",
"warning": "",
@@ -103,6 +103,12 @@
min=0.0, max=1.0,
default=0.25,
)
+ tesselated = BoolProperty(
+ name="Tesselated UVs",
+ description="Export tesselated UVs instead of polygons ones",
+ default=False,
+ options={'HIDDEN'}, # As not working currently :/
+ )
@classmethod
def poll(cls, context):
@@ -131,12 +137,12 @@
return image_width, image_height
- def _face_uv_iter(self, context, mesh):
- uv_layer = mesh.uv_textures.active.data
- uv_layer_len = len(uv_layer)
+ def _face_uv_iter(self, context, mesh, tesselated):
+ uv_layer = mesh.uv_loop_layers.active.data
+ polys = mesh.polygons
if not self.export_all:
-
+ uv_tex = mesh.uv_textures.active.data
local_image = Ellipsis
if context.tool_settings.show_uv_local_view:
@@ -144,23 +150,27 @@
if space_data:
local_image = space_data.image
- faces = mesh.faces
-
- for i in range(uv_layer_len):
- uv_elem = uv_layer[i]
+ for i, p in enumerate(polys):
# context checks
- if faces[i].select and (local_image is Ellipsis or
- local_image == uv_elem.image):
+ if polys[i].select and local_image in {Ellipsis,
+ uv_tex[i].image}:
+ start = p.loop_start
+ end = start + p.loop_total
+ uvs = tuple((uv.uv[0], uv.uv[1])
+ for uv in uv_layer[start:end])
#~ uv = uv_elem.uv
#~ if False not in uv_elem.select_uv[:len(uv)]:
#~ yield (i, uv)
# just write what we see.
- yield (i, uv_layer[i].uv)
+ yield (i, uvs)
else:
# all, simple
- for i in range(uv_layer_len):
- yield (i, uv_layer[i].uv)
+ 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):
@@ -192,7 +202,8 @@
mesh = obj.data
func(fw, mesh, self.size[0], self.size[1], self.opacity,
- lambda: self._face_uv_iter(context, mesh))
+# self.tesselated,
+ lambda: self._face_uv_iter(context, mesh, self.tesselated))
if self.modified:
bpy.data.meshes.remove(mesh)
Modified: trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_eps.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_eps.py 2012-02-28 07:18:13 UTC (rev 3034)
+++ trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_eps.py 2012-02-28 15:35:49 UTC (rev 3035)
@@ -39,7 +39,7 @@
fw("1 setlinejoin\n")
fw("1 setlinecap\n")
- faces = mesh.faces
+ polys = mesh.polygons
if opacity > 0.0:
for i, mat in enumerate(mesh.materials if mesh.materials else [None]):
@@ -67,7 +67,7 @@
fw("%.5f %.5f lineto\n" % uv_scale)
fw("closepath\n")
- fw("DRAW_%d\n" % faces[i].material_index)
+ fw("DRAW_%d\n" % polys[i].material_index)
# stroke only
for i, uvs in face_iter_func():
Modified: trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py 2012-02-28 07:18:13 UTC (rev 3034)
+++ trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_png.py 2012-02-28 15:35:49 UTC (rev 3035)
@@ -35,60 +35,44 @@
for mat_solid in material_solids:
mesh.materials.append(mat_solid)
- tot_verts = 0
- for f in mesh_source.faces:
- tot_verts += len(f.vertices)
+ polys_source = mesh_source.polygons
- faces_source = mesh_source.faces
-
# get unique UV's in case 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))
+ 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_face_vertices = []
+ mesh_new_polys_startloop = []
+ mesh_new_polys_totloop = []
+ mesh_new_loops_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
+ 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(len(mesh_new_vertices) // 3)
- mesh.faces.add(len(mesh_new_face_vertices) // 4)
+ 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.faces.foreach_set("vertices_raw", mesh_new_face_vertices)
- mesh.faces.foreach_set("material_index", mesh_new_materials)
+ 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)
Modified: trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_svg.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_svg.py 2012-02-28 07:18:13 UTC (rev 3034)
+++ trunk/py/scripts/addons/io_mesh_uv_layout/export_uv_svg.py 2012-02-28 15:35:49 UTC (rev 3035)
@@ -47,10 +47,10 @@
else:
fill_settings.append(fill_default)
- faces = mesh.faces
+ polys = mesh.polygons
for i, uvs in face_iter_func():
try: # rare cases material index is invalid.
- fill = fill_settings[faces[i].material_index]
+ fill = fill_settings[polys[i].material_index]
except IndexError:
fill = fill_default
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