179 lines
6.7 KiB
Python
179 lines
6.7 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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# --------------------------------- UV to MESH ------------------------------- #
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# -------------------------------- version 0.1.1 ----------------------------- #
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# #
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# Create a new Mesh based on active UV #
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# #
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# (c) Alessandro Zomparelli #
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# (2017) #
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# #
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# http://www.co-de-it.com/ #
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# #
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# ############################################################################ #
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import bpy
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import math
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from bpy.types import Operator
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from bpy.props import BoolProperty
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from mathutils import Vector
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from .utils import *
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class uv_to_mesh(Operator):
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bl_idname = "object.uv_to_mesh"
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bl_label = "UV to Mesh"
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bl_description = ("Create a new Mesh based on active UV")
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bl_options = {'REGISTER', 'UNDO'}
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apply_modifiers : BoolProperty(
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name="Apply Modifiers",
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default=True,
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description="Apply object's modifiers"
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)
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vertex_groups : BoolProperty(
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name="Keep Vertex Groups",
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default=True,
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description="Transfer all the Vertex Groups"
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)
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materials : BoolProperty(
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name="Keep Materials",
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default=True,
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description="Transfer all the Materials"
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)
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auto_scale : BoolProperty(
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name="Resize",
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default=True,
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description="Scale the new object in order to preserve the average surface area"
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)
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def execute(self, context):
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bpy.ops.object.mode_set(mode='OBJECT')
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ob0 = bpy.context.object
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for o in bpy.context.view_layer.objects: o.select_set(False)
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ob0.select_set(True)
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#if self.apply_modifiers:
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# bpy.ops.object.duplicate_move()
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# bpy.ops.object.convert(target='MESH')
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# me0 = ob0.to_mesh(bpy.context.depsgraph, apply_modifiers=self.apply_modifiers)
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#if self.apply_modifiers: me0 = simple_to_mesh(ob0)
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#else: me0 = ob0.data.copy()
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name0 = ob0.name
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ob0 = convert_object_to_mesh(ob0, apply_modifiers=self.apply_modifiers, preserve_status=False)
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me0 = ob0.data
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area = 0
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verts = []
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faces = []
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face_materials = []
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for face in me0.polygons:
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area += face.area
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uv_face = []
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store = False
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try:
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for loop in face.loop_indices:
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uv = me0.uv_layers.active.data[loop].uv
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if uv.x != 0 and uv.y != 0:
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store = True
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new_vert = Vector((uv.x, uv.y, 0))
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verts.append(new_vert)
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uv_face.append(loop)
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if store:
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faces.append(uv_face)
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face_materials.append(face.material_index)
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except:
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self.report({'ERROR'}, "Missing UV Map")
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return {'CANCELLED'}
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name = name0 + '_UV'
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# Create mesh and object
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me = bpy.data.meshes.new(name + 'Mesh')
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ob = bpy.data.objects.new(name, me)
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# Link object to scene and make active
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scn = bpy.context.scene
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bpy.context.collection.objects.link(ob)
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bpy.context.view_layer.objects.active = ob
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ob.select_set(True)
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# Create mesh from given verts, faces.
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me.from_pydata(verts, [], faces)
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# Update mesh with new data
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me.update()
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if self.auto_scale:
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new_area = 0
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for p in me.polygons:
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new_area += p.area
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if new_area == 0:
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self.report({'ERROR'}, "Impossible to generate mesh from UV")
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bpy.data.objects.remove(ob0)
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return {'CANCELLED'}
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# VERTEX GROUPS
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if self.vertex_groups:
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for group in ob0.vertex_groups:
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index = group.index
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ob.vertex_groups.new(name=group.name)
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for p in me0.polygons:
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for vert, loop in zip(p.vertices, p.loop_indices):
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try:
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ob.vertex_groups[index].add([loop], group.weight(vert), 'REPLACE')
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except:
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pass
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ob0.select_set(False)
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if self.auto_scale:
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scaleFactor = math.pow(area / new_area, 1 / 2)
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ob.scale = Vector((scaleFactor, scaleFactor, scaleFactor))
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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bpy.ops.mesh.remove_doubles(threshold=1e-06)
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
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# MATERIALS
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if self.materials:
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try:
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# assign old material
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uv_materials = [slot.material for slot in ob0.material_slots]
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for i in range(len(uv_materials)):
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bpy.ops.object.material_slot_add()
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bpy.context.object.material_slots[i].material = uv_materials[i]
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for i in range(len(ob.data.polygons)):
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ob.data.polygons[i].material_index = face_materials[i]
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except:
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pass
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'''
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if self.apply_modifiers:
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bpy.ops.object.mode_set(mode='OBJECT')
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ob.select_set(False)
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ob0.select_set(True)
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bpy.ops.object.delete(use_global=False)
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ob.select_set(True)
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bpy.context.view_layer.objects.active = ob
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'''
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bpy.data.objects.remove(ob0)
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bpy.data.meshes.remove(me0)
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return {'FINISHED'}
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