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__init__.py
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__init__.py
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# ##### 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 #####
# <pep8-80 compliant>
bl_info = {
"name": "UV Layout",
"author": "Campbell Barton, Matt Ebb",
"version": (1, 0),
"blender": (2, 5, 8),
"api": 35622,
"location": "Image-Window > UVs > Export UV Layout",
"description": "Export the UV layout as a 2D graphic",
"warning": "",
"wiki_url": ("http://wiki.blender.org/index.php/Extensions:2.5/Py/"
"Scripts/Import-Export/UV_Layout"),
"tracker_url": "https://projects.blender.org/tracker/index.php?"
"func=detail&aid=22837",
"support": 'OFFICIAL',
"category": "Import-Export"}
# @todo write the wiki page
if "bpy" in locals():
import imp
if "export_uv_eps" in locals():
imp.reload(export_uv_eps)
if "export_uv_png" in locals():
imp.reload(export_uv_png)
if "export_uv_svg" in locals():
imp.reload(export_uv_svg)
import bpy
from bpy.props import (StringProperty,
BoolProperty,
EnumProperty,
IntVectorProperty,
FloatProperty,
)
class ExportUVLayout(bpy.types.Operator):
"""Export UV layout to file"""
bl_idname = "uv.export_layout"
bl_label = "Export UV Layout"
bl_options = {'REGISTER', 'UNDO'}
filepath = StringProperty(
name="File Path",
description="File path used for exporting the SVG file",
maxlen=1024,
default="",
subtype='FILE_PATH',
)
check_existing = BoolProperty(
name="Check Existing",
description="Check and warn on overwriting existing files",
default=True,
options={'HIDDEN'},
)
export_all = BoolProperty(
name="All UV's",
description="Export all UVs in this mesh (not just visible ones)",
default=False,
)
mode = EnumProperty(
items=(('SVG', "Scalable Vector Graphic (.svg)",
"Export the UV layout to a vector SVG file"),
('EPS', "Encapsulate PostScript (.eps)",
"Export the UV layout to a vector EPS file"),
('PNG', "PNG Image (.png)",
"Export the UV layout a bitmap image"),
),
name="Format",
description="File format to export the UV layout to",
default='PNG',
)
size = IntVectorProperty(
size=2,
default=(1024, 1024),
min=8, max=32768,
description="Dimensions of the exported file",
)
opacity = FloatProperty(
name="Fill Opacity",
min=0.0, max=1.0,
default=0.25,
)
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj and obj.type == 'MESH' and obj.data.uv_textures)
def _space_image(self, context):
space_data = context.space_data
if isinstance(space_data, bpy.types.SpaceImageEditor):
return space_data
else:
return None
def _image_size(self, context, default_width=1024, default_height=1024):
# fallback if not in image context.
image_width, image_height = default_width, default_height
space_data = self._space_image(context)
if space_data:
image = space_data.image
if image:
width, height = tuple(context.space_data.image.size)
# incase no data is found.
if width and height:
image_width, image_height = width, height
return image_width, image_height
def _face_uv_iter(self, context):
obj = context.active_object
mesh = obj.data
uv_layer = mesh.uv_textures.active.data
uv_layer_len = len(uv_layer)
if not self.export_all:
local_image = Ellipsis
if context.tool_settings.show_uv_local_view:
space_data = self._space_image(context)
if space_data:
local_image = space_data.image
faces = mesh.faces
for i in range(uv_layer_len):
uv_elem = uv_layer[i]
# context checks
if faces[i].select and (local_image is Ellipsis or
local_image == uv_elem.image):
#~ 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)
else:
# all, simple
for i in range(uv_layer_len):
yield (i, uv_layer[i].uv)
def execute(self, context):
obj = context.active_object
is_editmode = (obj.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
mesh = obj.data
mode = self.mode
filepath = self.filepath
filepath = bpy.path.ensure_ext(filepath, "." + mode.lower())
file = open(filepath, "w")
fw = file.write
if mode == 'EPS':
from . import export_uv_eps
func = export_uv_eps.write
elif mode == 'PNG':
from . import export_uv_png
func = export_uv_png.write
if mode == 'SVG':
from . import export_uv_svg
func = export_uv_svg.write
func(fw, mesh, self.size[0], self.size[1], self.opacity,
lambda: self._face_uv_iter(context))
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
file.close()
return {'FINISHED'}
def check(self, context):
filepath = bpy.path.ensure_ext(self.filepath, "." + self.mode.lower())
if filepath != self.filepath:
self.filepath = filepath
return True
else:
return False
def invoke(self, context, event):
import os
self.size = self._image_size(context)
self.filepath = os.path.splitext(bpy.data.filepath)[0]
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
def menu_func(self, context):
self.layout.operator(ExportUVLayout.bl_idname)
def register():
bpy.utils.register_module(__name__)
bpy.types.IMAGE_MT_uvs.append(menu_func)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.IMAGE_MT_uvs.remove(menu_func)
if __name__ == "__main__":
register()