[Bf-extensions-cvs] [962fd14a] master: uv_bake_texture_to_vcols: move to contrib: T63750

meta-androcto noreply at git.blender.org
Fri May 24 11:02:23 CEST 2019


Commit: 962fd14ae3083a91d42101b39db36804027022fa
Author: meta-androcto
Date:   Fri May 24 19:02:01 2019 +1000
Branches: master
https://developer.blender.org/rBA962fd14ae3083a91d42101b39db36804027022fa

uv_bake_texture_to_vcols: move to contrib: T63750

===================================================================

D	uv_bake_texture_to_vcols.py

===================================================================

diff --git a/uv_bake_texture_to_vcols.py b/uv_bake_texture_to_vcols.py
deleted file mode 100644
index 9a83c6dc..00000000
--- a/uv_bake_texture_to_vcols.py
+++ /dev/null
@@ -1,360 +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>
-
-"""
-Bake UV-Texture to Vertex Colors Addon
-
-Contact:        p_boelens at msn.com
-Information:    https://developer.blender.org/T28211
-
-Contributor(s): Patrick Boelens, CoDEmanX.
-
-All rights reserved.
-"""
-
-bl_info = {
-    "name": "Bake UV-Texture to Vertex Colors",
-    "description": "Bakes the colors of the active UV Texture "
-        "to a Vertex Color layer.",
-    "author": "Patrick Boelens, CoDEmanX",
-    "version": (0, 6),
-    "blender": (2, 63, 0),
-    "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",
-    "category": "UV",
-}
-
-import bpy
-from bpy.props import BoolProperty, EnumProperty, FloatVectorProperty
-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'}
-
-    replace_active_layer: BoolProperty(
-        name="Replace layer",
-        description="Overwrite active Vertex Color layer",
-        default=True)
-
-    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_layers.active and
-                context.object.data.uv_textures.active)
-
-    def execute(self, context):
-        obdata = context.object.data
-
-        if self.replace_active_layer and obdata.vertex_colors.active:
-            vertex_colors = obdata.vertex_colors.active
-        else:
-            vertex_colors = obdata.vertex_colors.new(name="Baked UV texture")
-
-            if not vertex_colors:
-
-                # Can't add more than 17 VCol layers
-                self.report({'ERROR'},
-                    "Couldn't add another Vertex Color layer,\n"
-                    "Please remove an existing layer or replace active.")
-
-                return {'CANCELLED'}
-
-        obdata.vertex_colors.active = vertex_colors
-
-        uv_images = {}
-        for uv_tex in obdata.uv_textures.active.data:
-            if (uv_tex.image and
-                uv_tex.image.name not in uv_images and
-                uv_tex.image.pixels):
-
-                uv_images[uv_tex.image.name] = (
-                    uv_tex.image.size[0],
-                    uv_tex.image.size[1],
-                    uv_tex.image.pixels[:]
-                    # Accessing pixels directly is far too slow.
-                    # Copied to new array for massive performance-gain.
-                )
-
-        for p in obdata.polygons:
-            img = obdata.uv_textures.active.data[p.index].image
-            if not img:
-                continue
-
-            image_size_x, image_size_y, uv_pixels = uv_images[img.name]
-
-            for loop in p.loop_indices:
-
-                co = obdata.uv_layers.active.data[loop].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':
-                        x_co %= image_size_x
-                        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[loop].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]
-                a = uv_pixels[pixelNumber*4 + 3]
-
-                col_in = r, g, b # texture-color
-                col_result = [r,g,b] # 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_i

@@ Diff output truncated at 10240 characters. @@



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