mirror of
https://github.com/blender/blender-addons.git
synced 2025-08-16 15:35:05 +00:00
150 lines
5.3 KiB
Python
150 lines
5.3 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func):
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filepath = fw.__self__.name
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fw.__self__.close()
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material_solids = [bpy.data.materials.new("uv_temp_solid") for i in range(max(1, len(mesh_source.materials)))]
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material_wire = bpy.data.materials.new("uv_temp_wire")
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scene = bpy.data.scenes.new("uv_temp")
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mesh = bpy.data.meshes.new("uv_temp")
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for mat_solid in material_solids:
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mesh.materials.append(mat_solid)
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tot_verts = 0
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for f in mesh_source.faces:
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tot_verts += len(f.vertices)
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faces_source = mesh_source.faces
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# get unique UV's incase there are many overlapping which slow down filling.
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face_hash_3 = set()
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face_hash_4 = set()
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for i, uv in face_iter_func():
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material_index = faces_source[i].material_index
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if len(uv) == 3:
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face_hash_3.add((uv[0][0], uv[0][1], uv[1][0], uv[1][1], uv[2][0], uv[2][1], material_index))
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else:
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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))
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# now set the faces coords and locations
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# build mesh data
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mesh_new_vertices = []
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mesh_new_materials = []
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mesh_new_face_vertices = []
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current_vert = 0
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for face_data in face_hash_3:
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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])
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mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, 0])
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mesh_new_materials.append(face_data[6])
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current_vert += 3
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for face_data in face_hash_4:
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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])
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mesh_new_face_vertices.extend([current_vert, current_vert + 1, current_vert + 2, current_vert + 3])
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mesh_new_materials.append(face_data[8])
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current_vert += 4
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mesh.vertices.add(len(mesh_new_vertices) // 3)
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mesh.faces.add(len(mesh_new_face_vertices) // 4)
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mesh.vertices.foreach_set("co", mesh_new_vertices)
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mesh.faces.foreach_set("vertices_raw", mesh_new_face_vertices)
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mesh.faces.foreach_set("material_index", mesh_new_materials)
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mesh.update(calc_edges=True)
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obj_solid = bpy.data.objects.new("uv_temp_solid", mesh)
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obj_wire = bpy.data.objects.new("uv_temp_wire", mesh)
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base_solid = scene.objects.link(obj_solid)
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base_wire = scene.objects.link(obj_wire)
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base_solid.layers[0] = True
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base_wire.layers[0] = True
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# place behind the wire
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obj_solid.location = 0, 0, -1
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obj_wire.material_slots[0].link = 'OBJECT'
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obj_wire.material_slots[0].material = material_wire
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# setup the camera
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cam = bpy.data.cameras.new("uv_temp")
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cam.type = 'ORTHO'
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cam.ortho_scale = 1.0
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obj_cam = bpy.data.objects.new("uv_temp_cam", cam)
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obj_cam.location = 0.5, 0.5, 1.0
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scene.objects.link(obj_cam)
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scene.camera = obj_cam
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# setup materials
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for i, mat_solid in enumerate(material_solids):
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if mesh_source.materials and mesh_source.materials[i]:
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mat_solid.diffuse_color = mesh_source.materials[i].diffuse_color
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mat_solid.use_shadeless = True
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mat_solid.use_transparency = True
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mat_solid.alpha = opacity
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material_wire.type = 'WIRE'
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material_wire.use_shadeless = True
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material_wire.diffuse_color = 0, 0, 0
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# scene render settings
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scene.render.use_raytrace = False
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scene.render.alpha_mode = 'STRAIGHT'
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scene.render.color_mode = 'RGBA'
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scene.render.resolution_x = image_width
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scene.render.resolution_y = image_height
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scene.render.resolution_percentage = 100
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if image_width > image_height:
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scene.render.pixel_aspect_y = image_width / image_height
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elif image_width < image_height:
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scene.render.pixel_aspect_x = image_height / image_width
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scene.frame_start = 1
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scene.frame_end = 1
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scene.render.file_format = 'PNG'
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scene.render.filepath = filepath
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data_context = {"blend_data": bpy.context.blend_data, "scene": scene}
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bpy.ops.render.render(data_context, write_still=True)
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# cleanup
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bpy.data.scenes.remove(scene)
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bpy.data.objects.remove(obj_cam)
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bpy.data.objects.remove(obj_solid)
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bpy.data.objects.remove(obj_wire)
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bpy.data.cameras.remove(cam)
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bpy.data.meshes.remove(mesh)
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bpy.data.materials.remove(material_wire)
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for mat_solid in material_solids:
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bpy.data.materials.remove(mat_solid)
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