From 9e9df1e36baf3f27298dc8d896b3ac1dd1e4d5f3 Mon Sep 17 00:00:00 2001 From: mfranz Date: Sun, 2 Mar 2008 20:14:13 +0000 Subject: [PATCH] Blender 2.46 box packer script. Allows to unwrap objects individually, and to pack them onto one square texture. Read instructions in the file. --- utils/Modeller/uv_pack.py | 143 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 143 insertions(+) create mode 100644 utils/Modeller/uv_pack.py diff --git a/utils/Modeller/uv_pack.py b/utils/Modeller/uv_pack.py new file mode 100644 index 000000000..64fd6c370 --- /dev/null +++ b/utils/Modeller/uv_pack.py @@ -0,0 +1,143 @@ +#!BPY + +# """ +# Name: 'Pack selected objects on a square' +# Blender: 245 +# Group: 'UV' +# Tooltip: 'Pack UV maps of all selected objects onto an empty square texture' +# """ + +__author__ = "Melchior FRANZ < mfranz # aon : at >" +__url__ = "http://members.aon.at/mfranz/flightgear/" +__version__ = "0.1" +__bpydoc__ = """\ +Script for mapping multiple objects onto one square texture. + +Usage: +(1) create new square texture in the UV editor +(2) map all objects individually, choosing the most appropriate technique +(3) scale each of the mappings to the appropriate size, relative to the + other object mappings +(4) select all objects and switch to edit mode (consider to use + Select->Linked->Material or similar methods) +(5) start this script with UVs->Scripts->Pack objects on a square + + [now the texture image will first be erased, then colored rectangles + will appear for each object] + +(6) rescale and/or remap objects that you aren't happy with (the + relative size of a mapping will be kept) + + [continue with (5) until you like the result] + +(7) export UV layout to SVG (UVs->Scripts->Save UV Face Layout) +""" + +MARGIN = 10 # px +GAP = 10 # px + + +import Blender, math, random + + +class Abort(Exception): + def __init__(self, msg): + self.msg = msg + + +def pack(): + image = Blender.Image.GetCurrent() + if not image: + raise Abort('No texture image selected') + + imagesize = image.getSize() + if imagesize[0] != imagesize[1]: + Blender.Draw.PupMenu("Warning%t|Image isn't a square!") + gap = (float(GAP) / imagesize[0], float(GAP) / imagesize[1]) + margin = (float(MARGIN) / imagesize[0] - gap[0] * 0.5, float(MARGIN) / imagesize[1] - gap[1] * 0.5) + + + def drawrect(x0, y0, x1, y1, color = (255, 255, 255, 255)): + x0 *= imagesize[0] + y0 *= imagesize[1] + x1 *= imagesize[0] + y1 *= imagesize[1] + for u in range(int(x0 + 0.5), int(x1 - 0.5)): + for v in range(int(y0 + 0.5), int(y1 - 0.5)): + image.setPixelI(u, v, color) + + boxes = [] + meshes = {} + + Blender.Window.DrawProgressBar(0.0, "packing") + for o in Blender.Scene.GetCurrent().objects.selected: + if o.type != "Mesh": + continue + + mesh = o.getData(mesh = 1) + if not mesh.faceUV: + continue + if mesh.name in meshes: + #print "dropping duplicate mesh", mesh.name, "of object", o.name + continue + meshes[mesh.name] = True + + print "\tobject '%s'" % o.name + xmin = ymin = 1000.0 + xmax = ymax = -1000.0 + for f in mesh.faces: + for p in f.uv: + xmin = min(xmin, p[0]) + xmax = max(xmax, p[0]) + ymin = min(ymin, p[1]) + ymax = max(ymax, p[1]) + + width = xmax - xmin + height = ymax - ymin + boxes.append([0, 0, width + gap[0], height + gap[1], xmin, ymin, mesh, o.name]) + + if not boxes: + raise Abort('No mesh objects selected') + + + boxsize = Blender.Geometry.BoxPack2D(boxes) + xscale = (1.0 - 2.0 * margin[0]) / max(boxsize[0], boxsize[1]) + yscale = (1.0 - 2.0 * margin[1]) / max(boxsize[0], boxsize[1]) + + Blender.Window.DrawProgressBar(0.2, "Erasing texture") + drawrect(0, 0, 1, 1) # erase texture + for box in boxes: + xmin = ymin = 1000.0 + xmax = ymax = -1000.0 + for f in box[6].faces: + for p in f.uv: + p[0] = (p[0] - box[4] + box[0] + gap[0] * 0.5 + margin[0]) * xscale + p[1] = (p[1] - box[5] + box[1] + gap[1] * 0.5 + margin[1]) * yscale + + xmin = min(xmin, p[0]) + xmax = max(xmax, p[0]) + ymin = min(ymin, p[1]) + ymax = max(ymax, p[1]) + + drawrect(xmin, ymin, xmax, ymax, (random.randint(128, 255), random.randint(128, 255), + random.randint(128, 255), 255)) + Blender.Window.DrawProgressBar(1.0, "Finished") + + + +editmode = Blender.Window.EditMode() +if editmode: + Blender.Window.EditMode(0) + +try: + print "box packing ..." + pack() + print "done\n" +except Abort, e: + Blender.Draw.PupMenu("Error%t|" + e.msg) + print "Error:", e.msg, " -> aborting ...\n" + +if editmode: + Blender.Window.EditMode(1) + + -- 2.39.2