[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3729] contrib/py/scripts/addons/ uv_bake_texture_to_vcols.py: UV Texture to VCols addon: renamed file and class names, minor code cleanup
Sebastian Nell
codemanx at gmx.de
Tue Sep 11 22:54:03 CEST 2012
Revision: 3729
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3729
Author: codemanx
Date: 2012-09-11 20:54:03 +0000 (Tue, 11 Sep 2012)
Log Message:
-----------
UV Texture to VCols addon: renamed file and class names, minor code cleanup
Added Paths:
-----------
contrib/py/scripts/addons/uv_bake_texture_to_vcols.py
Copied: contrib/py/scripts/addons/uv_bake_texture_to_vcols.py (from rev 3725, contrib/py/scripts/addons/bake_uv_texture_to_vertex_colors.py)
===================================================================
--- contrib/py/scripts/addons/uv_bake_texture_to_vcols.py (rev 0)
+++ contrib/py/scripts/addons/uv_bake_texture_to_vcols.py 2012-09-11 20:54:03 UTC (rev 3729)
@@ -0,0 +1,312 @@
+# ##### 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 #####
+
+"""
+Bake UV-Texture to Vertex Colors Addon
+
+Contact: p_boelens at msn.com
+Information: http://projects.blender.org/tracker/index.php?func=detail&aid=28211
+
+Contributor(s): CoDEmanX.
+
+All rights reserved.
+"""
+
+bl_info = {
+ "name": "Bake UV-Texture to Vertex Colors",
+ "description": "Bakes the colors of the active UV Texture to Vertex Colors. "
+ "Uses the active object and creates new VCol layer.",
+ "author": "Patrick Boelens, CoDEmanX",
+ "version": (0, 4),
+ "blender": (2, 6, 3),
+ "location": "3D View > Vertex Paint > Toolshelf > Bake",
+ "warning": "Requires image texture, generated textures aren't supported.",
+ "wiki_url": "http://wiki.blender.org/index.php?title=Extensions:2.6/"
+ "Py/Scripts/UV/Bake_Texture_to_Vertex_Colors",
+ "tracker_url": "http://projects.blender.org/tracker/index.php?func=detail&aid=28211",
+ "category": "UV"}
+
+import bpy
+from bpy.props import BoolProperty, EnumProperty
+from math import fabs
+from colorsys import rgb_to_hsv, hsv_to_rgb
+
+class UV_OT_bake_texture_to_vcols(bpy.types.Operator):
+ bl_idname = "uv.bake_texture_to_vcols"
+ bl_label = "Bake UV-Texture to Vertex Colors"
+ bl_description = "Bake active UV-Texture to new Vertex Color layer (requires image texture)"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ mappingModes = [("CLIP", "Clip", "Don't affect vertices who's UV-coordinates are out of bounds."),
+ ("REPEAT", "Repeat", "Tile the image so that each vertex is accounted for."),
+ ("EXTEND", "Extend", "Extends the edges of the image to the UV-coordinates.")
+ ]
+
+ mappingMode = EnumProperty(items=mappingModes,
+ default="CLIP",
+ name="Mapping",
+ description="The mode to use for baking vertices who's UV-coordinates are out of bounds.")
+
+ blendingModes = [("MIX", "Mix", ""),
+ ("ADD", "Add", ""),
+ ("SUBTRACT", "Subtract", ""),
+ ("MULTIPLY", "Multiply", ""),
+ ("SCREEN", "Screen", ""),
+ ("OVERLAY", "Overlay", ""),
+ ("DIFFERENCE", "Difference", ""),
+ ("DIVIDE", "Divide", ""),
+ ("DARKEN", "Darken", ""),
+ ("LIGHTEN", "Lighten", ""),
+ ("HUE", "Hue", ""),
+ ("SATURATION", "Saturation", ""),
+ ("VALUE", "Value", ""),
+ ("COLOR", "Color", ""),
+ ("SOFT_LIGHT", "Soft Light", ""),
+ ("LINEAR_LIGHT", "Linear Light", "")
+ ]
+
+ blendingMode = EnumProperty(items=blendingModes,
+ default="MULTIPLY",
+ name="Blend Type",
+ description="The blending mode to use when baking")
+
+
+ mirror_x = BoolProperty(name="Mirror X", description="Mirror the image on the X-axis.")
+ mirror_y = BoolProperty(name="Mirror Y", description="Mirror the image on the Y-axis.")
+
+ @classmethod
+ def poll(self, context):
+ return (context.object and
+ context.object.type == 'MESH' and
+ context.mode != 'EDIT_MESH' and
+ context.object.data.uv_textures.active.data[0].image)
+
+ def execute(self, context):
+ obdata = context.object.data
+ loop_count = len(obdata.loops)
+ uv_tex = obdata.uv_textures.active.data[0]
+ image_size_x = uv_tex.image.size[0]
+ image_size_y = uv_tex.image.size[1]
+
+ # Accessing this directly is far too slow. Copied to new array for massive performance-gain.
+ uv_pixels = uv_tex.image.pixels[:]
+
+ if uv_tex.image.name not in obdata.vertex_colors:
+ obdata.vertex_colors.new(name=uv_tex.image.name)
+
+ vertex_colors = obdata.vertex_colors[uv_tex.image.name]
+ obdata.vertex_colors.active = vertex_colors
+
+ for i in range(loop_count):
+ co = obdata.uv_layers.active.data[i].uv
+ x_co = round(co[0] * (image_size_x - 1))
+ y_co = round(co[1] * (image_size_y - 1))
+
+ if x_co < 0 or x_co >= image_size_x or y_co < 0 or y_co >= image_size_y:
+ if self.mappingMode == 'CLIP':
+ continue
+
+ elif self.mappingMode == 'REPEAT':
+ while x_co > image_size_x - 1:
+ x_co -= image_size_x
+ while x_co < 0:
+ x_co += image_size_x
+ while y_co > image_size_y - 1:
+ y_co -= image_size_y
+ while y_co < 0:
+ y_co += image_size_y
+
+ elif self.mappingMode == 'EXTEND':
+ if x_co > image_size_x - 1:
+ x_co = image_size_x - 1
+ if x_co < 0:
+ x_co = 0
+ if y_co > image_size_y - 1:
+ y_co = image_size_y - 1
+ if y_co < 0:
+ y_co = 0
+
+ if self.mirror_x:
+ x_co = image_size_x -1 - x_co
+
+ if self.mirror_y:
+ y_co = image_size_y -1 - y_co
+
+ col_out = vertex_colors.data[i].color
+
+ pixelNumber = (image_size_x * y_co) + x_co
+ r = uv_pixels[pixelNumber*4]
+ g = uv_pixels[(pixelNumber*4) + 1]
+ b = uv_pixels[(pixelNumber*4) + 2]
+ col_in = r, g, b
+ col_result = [r,g,b] #col_in = texture-color, col_out = existing/ 'base' color
+
+ if self.blendingMode == 'MIX':
+ col_result = col_in
+
+ elif self.blendingMode == 'ADD':
+ col_result[0] = col_in[0] + col_out[0]
+ col_result[1] = col_in[1] + col_out[1]
+ col_result[2] = col_in[2] + col_out[2]
+
+ elif self.blendingMode == 'SUBTRACT':
+ col_result[0] = col_in[0] - col_out[0]
+ col_result[1] = col_in[1] - col_out[1]
+ col_result[2] = col_in[2] - col_out[2]
+
+ elif self.blendingMode == 'MULTIPLY':
+ col_result[0] = col_in[0] * col_out[0]
+ col_result[1] = col_in[1] * col_out[1]
+ col_result[2] = col_in[2] * col_out[2]
+
+ elif self.blendingMode == 'SCREEN':
+ col_result[0] = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
+ col_result[1] = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
+ col_result[2] = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
+
+ elif self.blendingMode == 'OVERLAY':
+ if col_out[0] < 0.5:
+ col_result[0] = col_out[0] * (2.0 * col_in[0])
+ else:
+ col_result[0] = 1.0 - (2.0 * (1.0 - col_in[0])) * (1.0 - col_out[0])
+ if col_out[1] < 0.5:
+ col_result[1] = col_out[1] * (2.0 * col_in[1])
+ else:
+ col_result[1] = 1.0 - (2.0 * (1.0 - col_in[1])) * (1.0 - col_out[1])
+ if col_out[2] < 0.5:
+ col_result[2] = col_out[2] * (2.0 * col_in[2])
+ else:
+ col_result[2] = 1.0 - (2.0 * (1.0 - col_in[2])) * (1.0 - col_out[2])
+
+ elif self.blendingMode == 'DIFFERENCE':
+ col_result[0] = fabs(col_in[0] - col_out[0])
+ col_result[1] = fabs(col_in[1] - col_out[1])
+ col_result[2] = fabs(col_in[2] - col_out[2])
+
+ elif self.blendingMode == 'DIVIDE':
+ if(col_in[0] != 0.0):
+ col_result[0] = col_out[0]/ col_in[0]
+ if(col_in[1] != 0.0):
+ col_result[0] = col_out[1]/ col_in[1]
+ if(col_in[2] != 0.0):
+ col_result[2] = col_out[2]/ col_in[2]
+
+ elif self.blendingMode == 'DARKEN':
+ if col_in[0] < col_out[0]:
+ col_result[0] = col_in[0]
+ else:
+ col_result[0] = col_out[0]
+ if col_in[1] < col_out[1]:
+ col_result[1] = col_in[1]
+ else:
+ col_result[1] = col_out[1]
+ if col_in[2] < col_out[2]:
+ col_result[2] = col_in[2]
+ else:
+ col_result[2] = col_out[2]
+
+
+ elif self.blendingMode == 'LIGHTEN':
+ if col_in[0] > col_out[0]:
+ col_result[0] = col_in[0]
+ else:
+ col_result[0] = col_out[0]
@@ Diff output truncated at 10240 characters. @@
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