mirror of http://CODE.RHODECODE.COM/u/O/O/O
0000OOOO0000
4 years ago
committed by
GitHub
1 changed files with 0 additions and 178 deletions
@ -1,178 +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 ##### |
|
||||||
|
|
||||||
# --------------------------------- UV to MESH ------------------------------- # |
|
||||||
# -------------------------------- version 0.1.1 ----------------------------- # |
|
||||||
# # |
|
||||||
# Create a new Mesh based on active UV # |
|
||||||
# # |
|
||||||
# (c) Alessandro Zomparelli # |
|
||||||
# (2017) # |
|
||||||
# # |
|
||||||
# http://www.co-de-it.com/ # |
|
||||||
# # |
|
||||||
# ############################################################################ # |
|
||||||
|
|
||||||
import bpy |
|
||||||
import math |
|
||||||
from bpy.types import Operator |
|
||||||
from bpy.props import BoolProperty |
|
||||||
from mathutils import Vector |
|
||||||
from .utils import * |
|
||||||
|
|
||||||
|
|
||||||
class uv_to_mesh(Operator): |
|
||||||
bl_idname = "object.uv_to_mesh" |
|
||||||
bl_label = "UV to Mesh" |
|
||||||
bl_description = ("Create a new Mesh based on active UV") |
|
||||||
bl_options = {'REGISTER', 'UNDO'} |
|
||||||
|
|
||||||
apply_modifiers : BoolProperty( |
|
||||||
name="Apply Modifiers", |
|
||||||
default=True, |
|
||||||
description="Apply object's modifiers" |
|
||||||
) |
|
||||||
vertex_groups : BoolProperty( |
|
||||||
name="Keep Vertex Groups", |
|
||||||
default=True, |
|
||||||
description="Transfer all the Vertex Groups" |
|
||||||
) |
|
||||||
materials : BoolProperty( |
|
||||||
name="Keep Materials", |
|
||||||
default=True, |
|
||||||
description="Transfer all the Materials" |
|
||||||
) |
|
||||||
auto_scale : BoolProperty( |
|
||||||
name="Resize", |
|
||||||
default=True, |
|
||||||
description="Scale the new object in order to preserve the average surface area" |
|
||||||
) |
|
||||||
|
|
||||||
def execute(self, context): |
|
||||||
bpy.ops.object.mode_set(mode='OBJECT') |
|
||||||
ob0 = bpy.context.object |
|
||||||
for o in bpy.context.view_layer.objects: o.select_set(False) |
|
||||||
ob0.select_set(True) |
|
||||||
|
|
||||||
#if self.apply_modifiers: |
|
||||||
# bpy.ops.object.duplicate_move() |
|
||||||
# bpy.ops.object.convert(target='MESH') |
|
||||||
|
|
||||||
# me0 = ob0.to_mesh(bpy.context.depsgraph, apply_modifiers=self.apply_modifiers) |
|
||||||
#if self.apply_modifiers: me0 = simple_to_mesh(ob0) |
|
||||||
#else: me0 = ob0.data.copy() |
|
||||||
name0 = ob0.name |
|
||||||
ob0 = convert_object_to_mesh(ob0, apply_modifiers=self.apply_modifiers, preserve_status=False) |
|
||||||
me0 = ob0.data |
|
||||||
area = 0 |
|
||||||
|
|
||||||
verts = [] |
|
||||||
faces = [] |
|
||||||
face_materials = [] |
|
||||||
for face in me0.polygons: |
|
||||||
area += face.area |
|
||||||
uv_face = [] |
|
||||||
store = False |
|
||||||
try: |
|
||||||
for loop in face.loop_indices: |
|
||||||
uv = me0.uv_layers.active.data[loop].uv |
|
||||||
if uv.x != 0 and uv.y != 0: |
|
||||||
store = True |
|
||||||
new_vert = Vector((uv.x, uv.y, 0)) |
|
||||||
verts.append(new_vert) |
|
||||||
uv_face.append(loop) |
|
||||||
if store: |
|
||||||
faces.append(uv_face) |
|
||||||
face_materials.append(face.material_index) |
|
||||||
except: |
|
||||||
self.report({'ERROR'}, "Missing UV Map") |
|
||||||
|
|
||||||
return {'CANCELLED'} |
|
||||||
|
|
||||||
name = name0 + '_UV' |
|
||||||
# Create mesh and object |
|
||||||
me = bpy.data.meshes.new(name + 'Mesh') |
|
||||||
ob = bpy.data.objects.new(name, me) |
|
||||||
|
|
||||||
# Link object to scene and make active |
|
||||||
scn = bpy.context.scene |
|
||||||
bpy.context.collection.objects.link(ob) |
|
||||||
bpy.context.view_layer.objects.active = ob |
|
||||||
ob.select_set(True) |
|
||||||
|
|
||||||
# Create mesh from given verts, faces. |
|
||||||
me.from_pydata(verts, [], faces) |
|
||||||
# Update mesh with new data |
|
||||||
me.update() |
|
||||||
if self.auto_scale: |
|
||||||
new_area = 0 |
|
||||||
for p in me.polygons: |
|
||||||
new_area += p.area |
|
||||||
if new_area == 0: |
|
||||||
self.report({'ERROR'}, "Impossible to generate mesh from UV") |
|
||||||
bpy.data.objects.remove(ob0) |
|
||||||
|
|
||||||
return {'CANCELLED'} |
|
||||||
|
|
||||||
# VERTEX GROUPS |
|
||||||
if self.vertex_groups: |
|
||||||
for group in ob0.vertex_groups: |
|
||||||
index = group.index |
|
||||||
ob.vertex_groups.new(name=group.name) |
|
||||||
for p in me0.polygons: |
|
||||||
for vert, loop in zip(p.vertices, p.loop_indices): |
|
||||||
try: |
|
||||||
ob.vertex_groups[index].add([loop], group.weight(vert), 'REPLACE') |
|
||||||
except: |
|
||||||
pass |
|
||||||
|
|
||||||
ob0.select_set(False) |
|
||||||
if self.auto_scale: |
|
||||||
scaleFactor = math.pow(area / new_area, 1 / 2) |
|
||||||
ob.scale = Vector((scaleFactor, scaleFactor, scaleFactor)) |
|
||||||
|
|
||||||
bpy.ops.object.mode_set(mode='EDIT', toggle=False) |
|
||||||
bpy.ops.mesh.remove_doubles(threshold=1e-06) |
|
||||||
bpy.ops.object.mode_set(mode='OBJECT', toggle=False) |
|
||||||
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) |
|
||||||
|
|
||||||
# MATERIALS |
|
||||||
if self.materials: |
|
||||||
try: |
|
||||||
# assign old material |
|
||||||
uv_materials = [slot.material for slot in ob0.material_slots] |
|
||||||
for i in range(len(uv_materials)): |
|
||||||
bpy.ops.object.material_slot_add() |
|
||||||
bpy.context.object.material_slots[i].material = uv_materials[i] |
|
||||||
for i in range(len(ob.data.polygons)): |
|
||||||
ob.data.polygons[i].material_index = face_materials[i] |
|
||||||
except: |
|
||||||
pass |
|
||||||
''' |
|
||||||
if self.apply_modifiers: |
|
||||||
bpy.ops.object.mode_set(mode='OBJECT') |
|
||||||
ob.select_set(False) |
|
||||||
ob0.select_set(True) |
|
||||||
bpy.ops.object.delete(use_global=False) |
|
||||||
ob.select_set(True) |
|
||||||
bpy.context.view_layer.objects.active = ob |
|
||||||
''' |
|
||||||
|
|
||||||
bpy.data.objects.remove(ob0) |
|
||||||
bpy.data.meshes.remove(me0) |
|
||||||
return {'FINISHED'} |
|
Loading…
Reference in new issue