[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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